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Bleepbloop

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  1. Ah, found it. Apparently you have to set Player1's dialogue file using SetDialog. My above example works as expected if I call the following before the chain is triggered: DO ~ActionOverride(Player1, SetDialog("Player1"))~ DO ~ActionOverride(Player1, SetDialog("Player1"))~ However since CHAIN doesn't appear to allow FLAGS, I can't set the dialog file in the chain itself, which would have been nice. Does anyone know why Player1's dialogue file isn't just permanently set to PLAYER1(.DLG) by modders? Will that cause issues elsewhere? Thanks.
  2. Yeah I'm not sure either. Good clue about the StartDialog, thanks. Btw, I had a look at the Slayer scene you mentioned, and that's doing exactly what I want. (Although that's not coded with Weidu obviously.) Timestamped YouTube link here. I'll continue experimenting. If anyone knows how this is supposed to be done, please comment. EDIT: Confirmed that the dialogue ends when Player1 is about to speak in this simple example: CHAIN MYNPCJ ChainTest ~NPC line~ == PLAYER1 ~Player line~ EXIT
  3. Thanks Jarno, but that's not what I meant. What I'd like is for the player character's dialogue lines, or narration on what's happening to the player character, appear embedded in the chain the same way as when NPCs speak.
  4. That's actually a big part of what I want to use it for. However I tried to write == PLAYER1 ~The text here.~ in a CHAIN initiated by an NPC, and when I tested it out, the conversation terminated right before that line IIRC. When I changed PLAYER1 to the dialogue name of another party member, it worked. Did I mess something up here? Compiled with Weidu 24700, tested in BG2 EE.
  5. Using Weidu's CHAIN system, I'd like to create a conversation between multiple party members, including the player character AKA Player1, if possible. Ideally, I'd like the player's portrait and name to be displayed when he/she "speaks". But even if the player's comments are displayed with no name or portrait, that would still work OK for me. I know this goes somewhat against the idea of roleplaying, but IMO it fits in some circumstances where you want a conversation akin to a cut-scene where no choices are necessary. Is it possible to do this within the CHAIN syntax? My mod is for BG2 EE only, in case that helps.
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