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Topic Summary

Posted by: Lykainon
« on: November 18, 2008, 07:18:12 AM »

I know there aren't any flags on (although I suppose I could check in case I forgot to save after removing them or whatever) and I checked the DV-spelling earlier but I'll go do a little spellchecking.

EDIT:
There weren't any flags set and both the death variable and dialogue names seemed correctly spelled everywhere. This is literally starting to give me a headache (although I suppose lack of proper food and sleep might have something to do with that as well. I should do something about that...)
Posted by: jastey*
« on: November 18, 2008, 06:24:41 AM »

... I wanted to say it's sometimes one of these simple things. I am not *that* arrogant...
Posted by: jastey*
« on: November 18, 2008, 06:23:07 AM »

Oh! Have you checked the flags? In Near Infinity(or whatever editor you're using), "export allowed" flag should be off, not on. Just in case.

That's what I was thinking, too.
And the usual subjects: Spell-check the DV in the cre file and in the tp2-pathing, spell-check the names of the dlgs (it's something one of these simple things...).

-jastey
Posted by: Kulyok
« on: November 18, 2008, 06:18:44 AM »

Should work, though. I'd do the usual steps: restore a clean backup(so that .2da files are clean), install the mod anew and start a new game, just to be sure.

Oh! Have you checked the flags? In Near Infinity(or whatever editor you're using), "export allowed" flag should be off, not on. Just in case.
Posted by: Lykainon
« on: November 18, 2008, 04:22:55 AM »

Hmm... still no change. I also tried him with the kit uninstalled and the kit-assigning disabled in case that screwed something up but it didn't help either.
Posted by: Lykainon
« on: November 18, 2008, 04:06:32 AM »

You mean, you haven't even got the leaving file working, and you're already trying to assign a new kit? That's one thing I'd caution against, yeah.

I added it before I realized this particular problem. And yeah, it's probably not the smartest thing to learn both at once but I really, really wanted him as a proper Intergalactic Hero (which currently is a crippled fighter with a fancy title and description...) as soon as possible.  8)

It assigns your NPC three important things it cannot function without: basic dialogue(the one you hear when you meet him), his death variable(the one his pdialog file and other files are attached to) and his script file(the one which rules his actions - for example, if he is going to say something in the Temple District, you'll have to mention it in his script).

Basically, if you screwed up NI(which you almost certainly did, as your leaving dialogue isn't working), these three lines will take care of it.

Sweet. I'll give it a shot and if it still won't work I think I'll spend some quality time on the kit. I'm still a little scared of trying to do banters, quests and other NPC-related stuff like that.
Posted by: Kulyok
« on: November 18, 2008, 03:57:28 AM »

The part you don't understand is more or less directly copied from a tutorial (http://www.shsforums.net/index.php?showtopic=7381) and is what assigns the new kit to the new NPC.

You mean, you haven't even got the leaving file working, and you're already trying to assign a new kit? That's one thing I'd caution against, yeah.

Quote
Your suggestion could work, since I can get him to join without problems the current issue wouldn't cause much trouble for my continued work on him. What does the WRITE_ASCII stuff do? (Not technically exactly what it does in modding terms but rather what you hope they'll do to my mod.)

It assigns your NPC three important things it cannot function without: basic dialogue(the one you hear when you meet him), his death variable(the one his pdialog file and other files are attached to) and his script file(the one which rules his actions - for example, if he is going to say something in the Temple District, you'll have to mention it in his script).

Basically, if you screwed up NI(which you almost certainly did, as your leaving dialogue isn't working), these three lines will take care of it.
Posted by: Lykainon
« on: November 18, 2008, 03:27:58 AM »

The part you don't understand is more or less directly copied from a tutorial (http://www.shsforums.net/index.php?showtopic=7381) and is what assigns the new kit to the new NPC.

Your suggestion could work, since I can get him to join without problems the current issue wouldn't cause much trouble for my continued work on him. What does the WRITE_ASCII stuff do? (Not technically exactly what it does in modding terms but rather what you hope they'll do to my mod.)
Posted by: Kulyok
« on: November 18, 2008, 02:45:44 AM »

Quite. Well, what I'd advise now may seem silly, but if everything fails, try this: continue working on your mod, add various dialogue, banters and such. After you're done, you'll feel more competent, and you'll deal with Pfile problem.

From here, we can only advise - you know more, because you see your mod from the inside.

Right. So, my current advice:
 WRITE_SHORT 0x244 0
 WRITE_BYTE  0x246 ~%FtIGhero%~
 WRITE_BYTE  0x247 0x40
- I don't like these, because I don't know what they mean. Seriously. (And I coded like several NPC mods or something). If they're blocking your death variable thing(which is possible), they are blocking your p file and other files, too. Cut them. Leave FtBuff in your dialogue file and in your script name in Near Infinity.

Or do this:

COPY ~BuffHunkey/FtBuff10.cre~ ~override/FtBuff10.cre~
 SAY NAME1 ~Buff~
 SAY NAME2 ~Buff Hunkey~
WRITE_ASCII 0x248 ~FtBuff~ #8 // override
WRITE_ASCII 0x2cc ~FtBuff~ #8 // dialogue
WRITE_ASCII 0x280 ~FtBuff~ #32 //DV
Posted by: Lykainon
« on: November 18, 2008, 02:32:42 AM »

No change.  :(  Just to make sure I did what you said... I copied the P-section from FtBuff.d into a .d file of its own and told .tp2 to compile the new file as well. That's what you meant, right?

EDIT: I also reinstalled everything afterwards, I'm not that much of a newbie. ;)
Posted by: Lykainon
« on: November 18, 2008, 02:19:07 AM »

Sounds like a plan, I'll give it a try. Thanks.

And IF "" THEN REPLY works fine, all of the dialogue before BEGIN FtBuffP works like it should as far as I know.
Posted by: Kulyok
« on: November 18, 2008, 02:06:01 AM »

Then do what we all do: separate two files and compile two dialog files, BEGIN FtBuffP and BEGIN FtBuff. Make sure to change .tp2, too.

Also, I am not sure that
IF "" THEN REPLY works. I know that IF ~~ THEN REPLY does. Your call, though.
Posted by: Lykainon
« on: November 18, 2008, 01:58:15 AM »

Didn't help. While I'm sure my overly long death variable (which it's actually called in NI btw, at least in my version) caused one problem or the other, it wasn't to blame for this one. I changed it in the .tp2, the cre and reinstalled the mod but as far as I can tell, nothing changed.
Posted by: Lykainon
« on: November 18, 2008, 01:46:13 AM »

Ah, damnit. I remember reading about the eight letter limitation but for some reason it slipped my mind. I don't think I'll have much problem fixing it though (like I said, I know that tutorial by heart by now ;)).

Thanks for the advice, I'll report my fantastic success or utter failure as soon as possible.
Posted by: Kulyok
« on: November 18, 2008, 01:29:13 AM »

APPEND ~pdialog.2da~
~FtBuffHunkey FtBuffP FtBuffJ FtBuffD FtBuf25P FtBuf25J FtBuf25D FtBuf25~
UNLESS ~FtBuffHunkey~

- this is your problem. "FtBuffHunkey" = it  is your character's "death variable"(called "script name" in Near Infinity). It's too long - it should be 8 symbols or less. Replace it in both lines and be careful to replace it in your .cre file, too.

Does it sound too difficult? If it does, re-read Ghrey's tutorial on this(or theacefes's tutorial at gibberlings3.net - both are good, and theacefes writes about editing .cre files, as I recall).