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Bardan the Slayer

Member Since 10 Jul 2002
Offline Last Active May 17 2009 11:38 AM

Topics I've Started

Having a weird problem (ToB)

24 August 2003 - 10:26 AM

Hey guys - having a very weird problem here.

I have a creature, called Thak, and as part of a cutscene, he is meant to appear, and initiate dialog.

Now, this has been driving me nuts. I've been creating the dialog with WeiDU (naturally), and using NI's CHR > CRE conversion tool (latest version) to make the CRE file.

Now, for the lonest time I thought it was just my scripting being crap, because Thak would appear, walk towards the party, but no dialog would initiate. If I summon him using the CLUA console and force-talk him, I get "Thak has nothign to say to you."

Thinking my conditions were messed up, I gave him a stripped-down dialog file where all he did was say one line, with no conditionals, no nothing. It still didn't work. I even tried giving him a dialog that I know works on another CRE. No dice.

Then, for the hell of it, I assigned him one of the useless leftover dialogs from BG1 that is still floating around in the ToB biffs, and it worked perfectly!

Next, i even took the time to create a one-liner dialog with IDU, and i get "Thak has nothing to say to you."

The summary :

Thak will not speak to me when assigned his own custom dialog compiled from .d format (Even when he's CLUA'd in).

Thak will not speak to me when assigned his own custom dialog made in IDU (Even when he's CLUA'd in).

Thak will not speak to me when assigned a custom dialog that works perfectly in the same game on another character (Even when CLUA'd in).

Thak *will* speak to me if assigned a dialog that is already present in the game (tried with quite a few of them), both when CLUA'd, *and* in the course of the cutscene.

Some other CRE assigned some dialog I've created in .d format works perfectly

Some other CRE (neeber) assigned the dialog file I've been creating in .d format gets the dreaded "Neeber will not talk to you"

So, in short, there seems to be some problem with the dialog I've been creating (even the little dummy one)

BEGIN ~ADialog~

IF ~~ THEN BEGIN Thak
  SAY ~I am Thak.~
  IF ~~ THEN REPLY ~Yes, you are.~ EXIT
END

That's the extent of it. Now, I get the feeling that either I am running into a bug with NI, WeiDU, or am (far more likely) simply doing something intensly stupid. Can anyone enlighten me?

Conditionals in MultiSay

22 August 2003 - 01:55 PM

Hey there. I noticed in the WeiDU readme that conditionals inside chains are possible, and I've got them to work on a few things I've done. From the readme :

    == IMOEN2J  IF ~!PartyHasItem("pepperoni")~ THEN
      ~I can't decide. Never mind, I'm just gonna have yogurt.~
    == BJKLSY IF ~!PartyHasItem("pepperoni")~ THEN
      ~(sigh)~
EXIT

I just wanted to know, is the same thing possible in a multisay? I mean, let's say I wanted a character to talk about wings. Would it be possible to do something in one multisay that would lead to the following dialog :

Foo : Hmm ... I like wings.
Foo : They remind me of chicken
Foo (but only if Aerie is in the party): Did you have wings like a chicken Aerie?
Foo : I like chickens too.

Ta