Dialog files
#1
Posted 15 September 2007 - 11:33 AM
Heck no, b - I used the word the way I use things like "twitter", and "iPod" - my first inclination is to ask "what birdcall are you studying?" and I think of "I pod, You (singular) pod, He pods, She pods, They pod, You (plural) pod, We pod..."
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#2
Posted 20 September 2007 - 04:51 AM
As stated in the title; I'm using the toolset for reading the in-game dialogs and I can't find the ones I want to read - Daelan's + Aarin's from original campaign of NWN and Valen's from HotU. Anyone know how they (=the dialog files) are called?
Daelan's got several of them.
Open up the Daelan and Aarin creatures in the toolset and have a look, that's the easiest way (it'll even let you open up the dialogue straight from the creature properties screen!)
#3
Posted 20 September 2007 - 08:18 AM
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#4
Posted 24 September 2007 - 10:18 PM
Thanks for moving it into the right secton, SConradMoved to NWN Modding Help.
Daelan's got several of them.
Open up the Daelan and Aarin creatures in the toolset and have a look, that's the easiest way (it'll even let you open up the dialogue straight from the creature properties screen!)
I can't open the creatures files. It always shows this:
Any ideas what should I do with it?
Heck no, b - I used the word the way I use things like "twitter", and "iPod" - my first inclination is to ask "what birdcall are you studying?" and I think of "I pod, You (singular) pod, He pods, She pods, They pod, You (plural) pod, We pod..."
Writings ►☼◄ Visual Shiny Pretties ►☼◄ Another Writings
►☼◄
You think you still have some brain in your head?
►☼◄►☼◄
#5
Posted 25 September 2007 - 05:24 AM
Aarin's: m2q6a02aarin
Not sure about Valen's, he might have several.
I don't know what would cause that error message, but you could also try right clicking the NPC (placed in an area) and choosing 'conversation' instead of 'edit.' That should open the dialogue file directly. Failing that, you could export the creatures whose conversations you want (File - Export - Creature Resource and find the NPC's blueprint) and import them into a small test module -- that would also import any scripts and dialogue files attached to them.