Problem with conversations

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Pumpkin

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Ok i added a new scene and new npcs. They appear ig just as i wanted.
I then added some conservations including the new npcs (assigned as troop, npc name in unoffical ediotor and so one)

conversations starts with (start) dialoge choice of course.

But when i talk to them ig i can just choose Tell me about your self... i even tried to copy some native conversations and edit them, but the npc still dont use them.

Why is that so? How can it be changed? Need you more infos?
 
Where did you add the new conversations? If you added them at the very bottom, you'll need to move them up a bit. The thing is, the first matching conversation in the list that is valid is chosen, and there are "anyone" dialogs (like the one you're getting) at the bottom. If you put your new conversations below those, the "anyone" dialog will trigger, basically ignoring your new one.
 
Ah thank you very much, i never would have figured that out by myself at least not very soon...
 
Yeah, this is one area that I need to improve in the editor.

Anyway, the "Insert" commands are your friends when adding conversations in the editor.
 
Ok now there is another problem, which i dont understand again.

I have conservations with multiple choice answers, but very often i´m not able to choose from the anwers, but the first one in the editor is automaticly picked. Some times if i change the order in manually in the conservations files, their is some change, like i can than choose from 2 answers, or nothing happen at all.

So i hope you understand that and can also help me again. Because it annoys me a lot, there is enough to do with out this problem! :???:

Ah and your editor really is great effidian, also Janus script for hero rewarding, came in very handy, now my heroes have more money than i lol :wink:
 
I think you'll need to post your code before we can try to debug it....

The error you're describing is a bit too generic.
 
You mean whole conservation.txt or just the part which is messed up?
 
Ok i just created a new conservation and tested it ig. Then it didnt worked 100%, but i figured out the error by myself and fixed it here.

dlg_0 166 0 0 Ah_now_i_have_found_you... 430 0
---> the error dlg_0 166 430 0 You_still_owe_me_my_100_denare! 7 0
dlg_0 65702 430 0 I'm_terrible_sorry_*you_smile*_but_i_seem_to_have_forgotten_your_name! 433 0
dlg_0 166 433 0 <--- here its 166 but still works, dont know why but k. Ehm..._my_name_is_Jaina,_but_are_you_sure_that_we_met_before? 434 0
dlg_0 65702 434 0 Of_course_and_you_still_owe_me_200_denare! 6 0
dlg_0 65702 434 0 No_but_you_better_pay_me_100_denare,_or_you_will_surely_regret_it_later! 6 0
dlg_0 65702 430 0 I_dont_have_time_for_you_right_now. 6 0

thats how it looks like in conservation.txt

The only thing that here didnt work was the "You still owe me..." the error here is that its 166, and not 65702 like it is supposed to be, after i changed it manually, it works.

Now my question is, in the unoffical editor there wasnt any change to the conservation after i changed manually, but now it works ig.

So how can this be? I put everything correct in the editor, still it saves the thing incorrect. Is there anything i have to be aware of when i create a new conservation, so that the editor says it right?
 
Ok of course it must be saves in the end not says...

and i really hope that someone can explain this to me, or do i have just to bear with it? Since the editor is just 0.310?

I could also fix my real stuff now, quit easy when you know what the errors are. But still i want to understand why they accrue.
 
The difference between the 166 and 65702 is that 65702 has the conversation spoken by the player. Are you sure the editor had that line spoken by the player?
 
Yes of course, that was what irritated me in the editor it was set to player, yet in the file it was saved as partner, i´m more or less sure that it was that way, because i checked it quite a few times.

Or maybe i´m blind and or missed it every time... i may test this and double check the spoken by thing from now on. If i really missed it every time that would be quite awkward...
 
I just tried your conversation bit and it worked fine for me. If you can tell me how to reproduce the problem where it doesn't show the Player/Partner status correctly I will fix it.
 
Anonymous said:
dlg_0 166 0 0 Ah_now_i_have_found_you... 430 0

Yikes! I think Effidian (and a very few others) are the only ones who can read straight opcodes like that. I'm amazed at people who can do that, they're like Tank in the Matrix.

I thought you were modifying the python files, those I can read.

Sorry!
 
I will just keep modding and be on guard so when this should happen again, i can give you more informations.

Its great how fast you get a answer here btw. :wink: so thank you all for your help and your time.
 
Ok it rehappend.

I did the following, maybe that was a mistake in its own. :wink:

I inserted two conservations at once and changed the first set it to spoken by player and
wrote my text then changed to the second, and it instantly changed to player too, it was partner, when i created it first.

After that i wrote somthing into the second conservation, which is spoken by player just like the first and saved.

Checked the conservation file and the first on was 65538(player) the second was this time 0 (displayed the same way then the first one in the editor)

After that i inserted even more conservations, which all was displayed as spoken by player, but in the conservation file had all a 0

dlg_0 1 0 0 test3! 0 0
dlg_0 1 0 0 test4! 0 0
dlg_0 1 0 0 test5! 0 0
dlg_0 65538 0 0 test1! 0 0 <--- the only correct which was changed at first, created as the second.
dlg_0 2 0 0 Test2! 0 0

Also if i change in the editor to a spoken by partner conservation and then change back to the tests ones, the spoken by change to partner, dont have any effect when i saves of course, just stays 0!
Even when i manually change it in the editor for example to other troop, nothing changes in the conservation file.
 
Hope you can fix it Effidian, this is avoidable now that its known, but its always better to fix! :razz:

Also this seems only to happen with insert not insert copied, but may be wrong here.
 
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