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Halting Conversation


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#1 Zyraen

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Posted 12 August 2009 - 06:51 AM

I was just wondering, is it possible to disable conversation within a particular map? Would it be advisable?
All this would do, is simply apply an effect to all players that prevents them from using the F1 Talk button.

Simple reason - the Talk Button has an effect of jamming the AI Script. It is a well-exploited bug in BG2.
However, in the case of a continuous scenario, it could have disastrous effect.
An important NPC might fail to function as it should, causing the whole situation to lock up.

In case of not being able to disable all the NPCs from being chattable to (short of making them all either ENEMY or GOODBUTRED), I was thinking if I should make the entire party unable to use Button F1 (Talk).

What do you guys think? Any thoughts on this?

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#2 Zyraen

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Posted 10 May 2010 - 08:26 PM

For Archive purpose...

#279 (0x117) Button: Enable Button [279]
Parameter #1: Irrelevant
Parameter #2: Button
Description:

Enables the button specified by the 'Button Type' field.

Known values for 'Button' are:
0 Stealth Button
1 Thieving Skill Button
2 Spell Select Button
3 First Quick Spell Button
4 Second Quick Spell Button
5 Third Quick Spell Button
6 Turn Undead Button
7 Talk Button
8 Use Item Button
9 First Quick Item Button
11 Second Quick Item Button
12 Third Quick Item Button
13 Innate Ability Button

============================

#144 (0x090) Button: Disable Button [144]
Parameter #1: Irrelevant
Parameter #2: Button
Description:

Disabled the button specified by the 'Button' field.

Known values for 'Button' are:
0 Stealth Button
1 Thieving Skill Button
2 Spell Select Button
3 First Quick Spell Button
4 Second Quick Spell Button
5 Third Quick Spell Button
6 Turn Undead Button
7 Talk Button
8 Use Item Button
9 First Quick Item Button
10 No effect
11 Second Quick Item Button
12 Third Quick Item Button
13 Innate Ability Button

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Love between a Law Enforcer and a Fugitive - can such a thing even happen?
SoA Release - Overview / Download Links

Zyraen's Miscellaneous Mods - Ust Natha Accelerator, item tweaks, XP caps, The Ub3r Reaver Kit, and much more...
Spellhold Gauntlet - more than just a Spellhold-Be-Gone
Hidden Kits - hidden dual-classed kits with a twist for progression


#3 Miloch

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Posted 11 May 2010 - 02:11 PM

Sure, you could do it pretty easily by forcing a spell with that effect in the area script. But how would you reverse that when the party leaves the area? I think you'd have to either patch baldur.bcs (:() or every single other area script in the game, or at least the ones the party can get to from that area.

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#4 aVENGER

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Posted 11 May 2010 - 08:04 PM

FYI, conversation with a specific creature can be prohibited via DialogueInterrupt(FALSE) action. I use it in RR/aTweaks.

179 DialogueInterrupt(I:State*Boolean)
This action sets the interrupt state of the active creature. When set to false the creature cannot receive dialog requests or issue verbal constants. The interrupt state of a creature is not saved.



#5 Zyraen

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Posted 11 May 2010 - 10:09 PM

Thanks for the notes :)

For most part in Silm they will only be returning to one area after each Scenario. But yeah I'll look into the DialogueInterrupt :) if that can be implemented with a check for when its TRUE (ie when a game is Loaded), it will probably be the way to go.

kiyos.jpg____btlbn2.gif____kovaS.jpg
Love between a Law Enforcer and a Fugitive - can such a thing even happen?
SoA Release - Overview / Download Links

Zyraen's Miscellaneous Mods - Ust Natha Accelerator, item tweaks, XP caps, The Ub3r Reaver Kit, and much more...
Spellhold Gauntlet - more than just a Spellhold-Be-Gone
Hidden Kits - hidden dual-classed kits with a twist for progression