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> Appends
Sir_Carnifex
post May 23 2008, 11:45 PM
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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. glare.gif


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jastey
post May 26 2008, 08:29 AM
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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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