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May 23 2008, 11:45 PM
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#1
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Retired team member Posts: 490 Joined: 8-April 08 From: U.S.A |
I have been testing banters in the game by using CTRL + I to force the NPCs to talk. Every banter that my character begins works fine, but anything that starts with APPENDing another banter file does not.
The question here is, will APPENDS fail to activate using CTRL + I? If so, I guess I just need to let the game run for a bit. If not, I need to do some more research. -------------------- "Once the game is over, the king and the pawn go back into the same box." - Italian Proverb
"I like criticism, but it must be my way." - Mark Twain "A positive attitude may not solve all your problems, but it will annoy enough people to make it worth the effort." - Herm Albright |
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May 26 2008, 08:29 AM
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#2
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Forum Member Posts: 1366 Joined: 22-August 04 From: Germany |
While typing the general remarks below, I understood what you were actually asking.. So you say that all banters you appended to bioWare NPC banter files do not fire? Did you check the correct spelling of the banter files (this question is not as stupid as it seems, although the WEiDU installer should complain if they are wrong, but sometimes several exist and only one is the right one, e.g. for Imoen)? Sometimes with using Cntr.+I you have to be patient and hit the keys several times for a banter to show up. If nothing helps, would you consider posting one of your appended banters that doesn't work?
Here some general blurb about banter files, I'll leave it standing although I guess you might know this already: Cntr.+I only activates the banter in the B.dlg. That is why there go all unscriptd banters (i.e. the ones that are not called by a script using a specific variable). For scripted dialogues, I recommend using the J.dlg. Scriptd banters are for a specific situation only (after a timer is run, if the party enters a specific area, after finishing a quest), so they are triggered by variables via the script file, and thus they cannot be called by Ctrl.+I. Even if you'd put the scripted dialogues into the B.dlg (which would, in principle, work, but be cautious to use the right weighting), you wouldn't be able to call them via Ctrl.+I, since they need the trigger variables to be set. This post has been edited by jastey: May 26 2008, 08:31 AM |
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Sir_Carnifex Appends May 23 2008, 11:45 PM
Sir_Carnifex
Problem solved. It turned out I did make a mista... May 26 2008, 06:19 PM
Sir_Carnifex
As long as you mentioned weights, would all the b... May 26 2008, 07:27 PM
jastey The weighted banters come before th unweighted one... May 27 2008, 07:29 AM
Sir_Carnifex Correct. It was a different character who started... May 27 2008, 11:02 PM
jastey The CHAIN still appends to the B.dlg, in case you ... May 28 2008, 10:13 AM
Sir_Carnifex Weidu doesn't like that script block. It has ... May 28 2008, 10:25 PM
Bearwere remove the tildes: > , > May 29 2008, 03:35 AM
Sir_Carnifex Ah, thanks! It's working now...until the ... May 29 2008, 04:05 AM
Bearwere because...it their syntax, I think. BCS structure ... May 29 2008, 04:16 AM
jastey Yeah, sorry about that... no tildas around the tri... May 29 2008, 06:59 AM![]() ![]() |
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