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#41 Shed

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Posted 28 July 2004 - 02:41 AM

pdialog.2da makes the NPC use multiple dialog files at the same time for different purposes: joining, leaving the party, banter, interjections and with the PC.

#42 SConrad

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Posted 28 July 2004 - 03:05 AM

APPEND ~pdialog.2da~
~vondo J#VondoP J#VondoJ J#VondoD~
UNLESS ~vondo~
UNLESS ~25POST~


APPEND ~pdialog.2da~
~vondo J#VondoP J#VondoJ J#VondoD J#Von25P J#Von25J J#Von25D J#Vond25~
UNLESS ~vondo~
IF ~25POST~

No matter how much I examine this, I still can't figure out what it is. What does it do? What files does it reference (because the tutorial never mentioned J#VondoJ, J#VondoD, J#Von25P, J#Von25J, J#Von25D, or J#Vond25)?

All join-able NPC's have diffrent dialogues for diffrent occations. "vondo" is the deathvariable of the NPC, "J#Vondo" is the normal dialogue, "J#VondoJ" is the joined-dialogue (i.e. the dialogue that the NPC has when s/he's in the party), "J#VondoD" should be "J#VondoP" (that's more commonly used) and is the post-joined dialogue (the one that'll trigger if you kick him out, etc). Everything with a 25 is the same files for ToB.

There should also be another APPEND where BJ#Vondo should be involved. That's the banter-file.

You need to append these dialogues to these .2da's. They are simply diffrent dialogue-files for diffrent occations, and the game must know which file to read from.

When you write the dialogues, you must all name them exactly as you've appended them. I.e. BEGIN J#VondoJ, when creating that dlg.

Also, regarding the area question.

How do i go about finding which code refers to which area? For example, domi says AR1000 is the gov district, how do i find out which code i need for Lavok's Sphere for example?

A much simpler solution to the one presented is to simply press 'x' at the spot you want the NPC to be in. Despite my being an absolute newb, I know that much.

You can also use IESDP or InfExp or even NI.

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#43 Kismet

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Posted 28 July 2004 - 05:08 AM

APPEND ~pdialog.2da~
~vondo J#VondoP J#VondoJ J#VondoD~
UNLESS ~vondo~
UNLESS ~25POST~


APPEND ~pdialog.2da~
~vondo J#VondoP J#VondoJ J#VondoD J#Von25P J#Von25J J#Von25D J#Vond25~
UNLESS ~vondo~
IF ~25POST~

No matter how much I examine this, I still can't figure out what it is. What does it do? What files does it reference (because the tutorial never mentioned J#VondoJ, J#VondoD, J#Von25P, J#Von25J, J#Von25D, or J#Vond25)?

All join-able NPC's have diffrent dialogues for diffrent occations. "vondo" is the deathvariable of the NPC, "J#Vondo" is the normal dialogue, "J#VondoJ" is the joined-dialogue (i.e. the dialogue that the NPC has when s/he's in the party), "J#VondoD" should be "J#VondoP" (that's more commonly used) and is the post-joined dialogue (the one that'll trigger if you kick him out, etc). Everything with a 25 is the same files for ToB.

J#VondoD is actually in the correct place and is the dream script, and not a dialog file. It's for any actions that need to be done upon rest.

The order of the line goes:

Death Variable SOA Parting Dialog SOA Joined Dialog SOA Dream Script TOB Parting Dialog TOB Joined Dialog TOB Dream Script TOB Override Script

Edited by Kismet, 28 July 2004 - 06:03 AM.


#44 SConrad

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Posted 28 July 2004 - 05:18 AM

APPEND ~pdialog.2da~
~vondo J#VondoP J#VondoJ J#VondoD~
UNLESS ~vondo~
UNLESS ~25POST~


APPEND ~pdialog.2da~
~vondo J#VondoP J#VondoJ J#VondoD J#Von25P J#Von25J J#Von25D J#Vond25~
UNLESS ~vondo~
IF ~25POST~

No matter how much I examine this, I still can't figure out what it is. What does it do? What files does it reference (because the tutorial never mentioned J#VondoJ, J#VondoD, J#Von25P, J#Von25J, J#Von25D, or J#Vond25)?

All join-able NPC's have diffrent dialogues for diffrent occations. "vondo" is the deathvariable of the NPC, "J#Vondo" is the normal dialogue, "J#VondoJ" is the joined-dialogue (i.e. the dialogue that the NPC has when s/he's in the party), "J#VondoD" should be "J#VondoP" (that's more commonly used) and is the post-joined dialogue (the one that'll trigger if you kick him out, etc). Everything with a 25 is the same files for ToB.

J#VondoD is actually in the correct place and is the dream script, and not a dialog file. It's for any actions that need to be done upon rest.

The order of the line goes:

Death Variable SOA Parting Dialog SOA Joined Dialog SOA Dream Script TOB Parting Dialog TOB Joined Dialog TOB Dream Script.

Of course. Don't know where my brains were. Anyone seen 'em? :wacko:

Where is the SoA parting dialogue, then? :blink:

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#45 Kismet

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Posted 28 July 2004 - 06:02 AM

Where is the SoA parting dialogue, then? :blink:

Directly after the death variable.

#46 SConrad

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Posted 28 July 2004 - 06:15 AM


Where is the SoA parting dialogue, then? :blink:

Directly after the death variable.

:bash:

This is the sort of thing that makes me wonder what I've been smoking today. :drunk:

Sorry, Kismet. I know all this stuff. Only not now. :blink:

:bash: :wall:

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#47 Jerdol

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Posted 28 July 2004 - 08:52 PM

Thx, that helps alot. Just one more quick question:

1) What do you do if you don't have one of the dialogues? For example, Vondo has no dream script. Do you append it anyway, or leave it out of the append?

#48 SConrad

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Posted 28 July 2004 - 11:39 PM

I don't think you need to, but it's always good to be on the safe side.

Just add a BEGIN *****D somewhere .

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#49 Aequitas

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Posted 30 September 2004 - 11:32 PM

Err, I'm having some problems with getting this to work for me. Basically I'm running setup-SaratheNPC.exe to compile everything and I keep getting a parse error that I cannot get rid of (even when removing several chunks of text). This is my first time doing this so I'm sure the error will be easy to see for you programmer-types. :P

Oh yeah, I put my files into mainbgfolder/WeiDU/ instead of the /VondotheNPC/.

BACKUP ~WeiDU\backup~
AUTHOR ~wild_aim@yahoo.ca~
BEGIN ~Sara the NPC for BG2:ToB~

COPY ~WeiDU\aeq#Sara.cre~ ~override\aeq#Sara.cre~
SAY NAME1 ~Sara~
SAY NAME2 ~Sara~

COMPILE ~WeiDU\aeq#Sara.d~
USING ~~

COMPILE ~WeiDU\aeq#Sara.baf~
USING ~~
COMPILE ~WeiDU\aeq#ar0500.baf~
USING ~~

EXTEND_BOTTOM ~AR0500.bcs~ ~WeiDU\aeq#AR0500.baf~


APPEND ~pdialog.2da~
~aeq#Sara aeq#SaraP aeq#SaraJ aeq#SaraD~
UNLESS ~aeq#Sara~
UNLESS ~25POST~

APPEND ~pdialog.2da~
~aeq#Sara aeq#SaraP aeq#SaraJ aeq#SaraD aeq#25P aeq#25J aeq#25D aeq#S25~
UNLESS ~aeq#Sara~
IF ~25POST~

And in the debug file this is what follows..

[SETUP-SARATHENPC.TP2] LEXER ERROR at line 14 column 10-14
Near Text: \
invalid character [\]

[SETUP-SARATHENPC.TP2]  ERROR at line 14 column 10-14
Near Text: \
Parsing.Parse_error
ERROR: parsing [SETUP-SARATHENPC.TP2]: Parsing.Parse_error
ERROR: problem parsing TP file [SETUP-SARATHENPC.TP2]: Parsing.Parse_error

ERROR: Parsing.Parse_error


Help! :o

Edited by Aequitas, 01 October 2004 - 12:15 AM.


#50 Aequitas

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Posted 01 October 2004 - 12:17 AM

Okay I'm a friggin' idiot. You know.. you look over one file 50 times and yet you somehow forget one silly ~ key.. and I was reading the main topics frequently idiotic mistakes topic too about the ~ keys and not to forget them.. ARGH.

Oh, I edited my post so as to avoid looking stupid but I just remedied that with this post. Atleast the damned things working now..

*wanders off grumbling about it being late and there being a lack of coffee and wenches*

Edited by Aequitas, 01 October 2004 - 12:18 AM.


#51 Aequitas

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Posted 01 October 2004 - 01:34 AM

Err, forget this post. :P

Edited by Aequitas, 01 October 2004 - 01:39 AM.


#52 SConrad

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Posted 01 October 2004 - 01:39 AM

There is an option in NI to convert to .cre, I'm at school, and I don't remember exactly where, but it's on one of the top panels.

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#53 -Darius-

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Posted 13 November 2004 - 11:21 AM

Well, i seem to have a problem with the j#ar1000.baf / j#ar.1000.bcs.

When i try to install the test-mod, i get:

ERROR: error Loading [VondoTheNPC\j#ar1000.bcs]

Still the bottom line says it's successfully installed, but that Error makes meh worry. Since without that script in the right place i most likly won't meet lil vondo there, will i?

I have in my BG2 Folder:
VondoTheNPC\
->backup\
->j#ar1000.baf
->j#vondo.baf
->j#vondo.cre
->j#vondo.d
->vondoS.bmp
->vondoL.bmp (some BMP missing errors ocurred, so i pasted them in, too)
setup-VondoTheNPC.tp2
setup-VondoTheNPC.exe
----------------------
setup-VondoTheNPC.tp2 has this text:

BACKUP ~VondoTheNPC\backup~

AUTHOR ~ghreyfain@spellholdstudios.net~
BEGIN ~Vondo the NPC for BG2:ToB~

COPY ~VondoTheNPC\vondoS.bmp~ ~override\vondoS.bmp~

COMPILE ~VondoTheNPC\J#Vondo.d~
USING ~~

COMPILE ~VondoTheNPC\J#Vondo.baf~
USING ~~

COMPILE ~VondoTheNPC\j#ar1000.baf~
USING ~~

COPY ~VondoTheNPC\J#Vondo.cre~ ~override\J#Vondo.cre~
SAY NAME1 ~Vondo~
SAY NAME2 ~Vondo~
WRITE_ASCII 0x34 ~vondoS~ //small portrait
WRITE_ASCII 0x250 ~J#Vondo~ // class script
WRITE_ASCII 0x2CC ~J#Vondo~ //Dialog
WRITE_ASCII 0x280 ~vondo~ // death variable

EXTEND_BOTTOM ~Ar1000.bcs~ ~VondoTheNPC\j#ar1000.bcs~


APPEND ~pdialog.2da~
~vondo J#VondoP J#VondoJ J#VondoD~
UNLESS ~vondo~
UNLESS ~25POST~


APPEND ~pdialog.2da~
~vondo J#VondoP J#VondoJ J#VondoD J#Von25P J#Von25J J#Von25D J#Vond25~
UNLESS ~vondo~
IF ~25POST~


Why do i get this error? :huh:


Also: I used the exact copys of the tutorials scripting for the .d file and so on.

Question1: Is it okay that Vondo always initiates a dialouge when i'm close to him?
Because i don't like that, he's annoying. How to make him ony say it one time?
Might the problem be that i gave the .cre file before installing it already the .baf script adjusted to the "override script"?
Question2: Why does that Vondo guy get a small Face symbol, but not the big one?
I put both into the folder, and adjusted both even to the .cre file, before it will be installed. So he should have the xxxS.bmp AND the xxxL.bmp?
I used two modified Jan bmps for him, and he seems to be as annoying as Jan himself. :blink:

Hope you guys can give me a hand. ^_^

#54 -Darius-

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Posted 13 November 2004 - 11:24 AM

No edit for unregistered user. -_-

The bmp question was cleared by itself. After reading the text once again i noticed that the link for the xxxL.bmp was missing. :)

#55 SConrad

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Posted 14 November 2004 - 06:14 AM

To answer your first question:

EXTEND_BOTTOM ~Ar1000.bcs~ ~VondoTheNPC\j#ar1000.bcs~

should read

EXTEND_BOTTOM ~Ar1000.bcs~ ~VondoTheNPC\j#ar1000.baf~

or possibly

EXTEND_BOTTOM ~Ar1000.bcs~ ~override\j#ar1000.bcs~

For the second question, if you followed the tutorial, he should only say initiate discussion first time you talk to him.

As for the third question, are you sure you adjusted the .cre-file correctly?

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#56 Darius

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Posted 17 November 2004 - 08:36 AM

Yah, he's working prim and proper now.

First solution was the *.baf. If you want to extend some existing stuff, you have to use a existing file. Sounds reasonable now.

Second solution, well, i didn't really stop talking, maybe he didn't get the numtimestalked stuff, because he used to be a multiplayer char.
Anway, i managed to fix it by adding a Global.

Third solution was, well... I read the whole tp2 again and had to notice there was only the xxxS.bmp linked, not the xxxL.bmp. So as a matter of fact, he did only get the small portrait. Sounds logical.

Thanks for your help.

#57 SConrad

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Posted 17 November 2004 - 08:48 AM

NP. :)

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#58 -Bubbia-

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Posted 09 December 2004 - 04:46 AM

This is kinda off the topic, but sorta related.....

In Ghreyfain's how to make a simple NPC they've said about Near Infinity, and I thought seeing as I was ok with working with DLTCEP and Shadow Keeper I might get it, but um, embarassingly enough, I can't open the thing, after I unzip it I can't find a .exe and I looked on the official NI site and apparently the program should just appear (or that's how I read it) - can anyone send me a braincell and tell me how to open the program please?

#59 SConrad

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Posted 09 December 2004 - 06:55 AM

There is no .exe - only a .jar-file. You'll need Java to open it.

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#60 Bubbia

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Posted 10 December 2004 - 07:12 PM

Thanks SConrad - i got a program to finally open that.....

Another question - I'm following Ghreyfain's tutorial (trying to at least) - um do I need to create a new file or just keep writing in the same J#Vondo.d file which we first created - cos it says

"The next file that is absolutely essential is the *P.dlg file, or the dialogue file that runs when you kick your NPC out of the party."