Author Topic: False() dialog states to restore  (Read 18606 times)

Offline icelus

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Re: False() dialog states to restore
« Reply #25 on: January 08, 2005, 01:53:17 PM »
rumorp.dlg: Rumors for the Brynnlaw tavern?

Quote
BEGIN ~RUMORP~

IF ~False()~ THEN BEGIN 0 // from:
  SAY #33977 /* ~There's always been talk about a link between this isle and some dark underground city, but then, what do you expect on an isle of braggarts and madmen?~ */
  IF ~~ THEN EXIT
END

IF ~False()~ THEN BEGIN 1 // from:
  SAY #33978 /* ~Ask anyone around, they'll tell you that they don't mind livin' under Spellhold.  Of course, they ain't the ones dragged off to be healed there.~ */
  IF ~~ THEN EXIT
END

IF ~False()~ THEN BEGIN 2 // from:
  SAY #33980 /* ~Spellhold ain't no place to heal.  Seen mage after mage go in, as well as a whole lot of 'difficult' people,  but ain't seen a one of them come back out.~ */
  IF ~~ THEN EXIT
END

IF ~False()~ THEN BEGIN 3 // from:
  SAY #33982 /* ~There's been a few wrecks lately.  The last was an old sea vet that knew the water well and true.   It's as if the seas just took him on a whim.~ */
  IF ~~ THEN EXIT
END

IF ~False()~ THEN BEGIN 4 // from:
  SAY #33983 /* ~Desharik leads here, and does it well enough... though the occasional rival gets sent to Spellhold.   A bit too concerned about his own goals, but who isn't?~ */
  IF ~~ THEN EXIT
END

IF ~False()~ THEN BEGIN 5 // from:
  SAY #33984 /* ~Spellhold weren't first built as a jail, but that ain't stopped them locking people up in it.  Enchanted through and through... it takes mages to hold mages.~ */
  IF ~~ THEN EXIT
END

IF ~False()~ THEN BEGIN 6 // from:
  SAY #33985 /* ~Talk to Madame Galvena if you're looking for recreation in town, though you have to be into that sort of thing. Not everyone in her employ is there by choice.~ */
  IF ~~ THEN EXIT
END
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Offline icelus

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Re: False() dialog states to restore
« Reply #26 on: January 08, 2005, 03:11:14 PM »
I'm not sure why this transition states were false()'d out in trfued01.dlg and trfued05.dlg.  I would think being able to change your mind about the quest would be beneficial...

Quote
IF ~Global("feudplot","GLOBAL",1)
Global("alibakkarjob","GLOBAL",0)
Global("lurraxoljob","GLOBAL",1)
!PartyHasItem("misc8l")~ THEN BEGIN 15 // from:
  SAY #43736 /* ~<GABBER>!  It is good to see you once again.  Do you have the Mantle of Waukeen with you?  I have been waiting anxiously to see it.~ */
  IF ~~ THEN REPLY #43737 /* ~No, I don't have it, yet, but I intend to get it.~ */ GOTO 16
  IF ~False()~ THEN REPLY #43738 /* ~No, I don't have it... and I'm not going to get it, either.~ */ GOTO 17
END

IF ~~ THEN BEGIN 16 // from: 15.0
  SAY #43739 /* ~Ah.  I am a little disappointed, but I am glad that you intend to continue.  I will wait a little longer, I suppose.~ */
  IF ~~ THEN EXIT
END

IF ~~ THEN BEGIN 17 // from: 15.1
  SAY #43740 /* ~What?!  You are very rude, even for a commoner.  Very well, if that is how you wish to be, I cannot stop you.  If you change your mind, do come and speak to me again.~ */
  IF ~~ THEN DO ~SetGlobal("lurraxoljob","GLOBAL",0)
SetGlobal("lurraxolrefused","GLOBAL",1)~ EXIT
END

Quote
IF ~Global("feudplot","GLOBAL",1)
Global("lurraxoljob","GLOBAL",0)
Global("alibakkarjob","GLOBAL",1)
!PartyHasItem("misc8l")
!Dead("trfued01")~ THEN BEGIN 15 // from:
  SAY #43770 /* ~Ah, I see you have returned.  I await the sight of my prize, if you have it.~ */
  IF ~~ THEN REPLY #43771 /* ~No, I don't have it, yet, but I intend to get it.~ */ GOTO 16
  IF ~False()~ THEN REPLY #43773 /* ~No, I don't have it... and I'm not going to get it, either.~ */ GOTO 17
END

IF ~~ THEN BEGIN 16 // from: 15.0
  SAY #43772 /* ~Hm.  Then what are you waiting for?  Go to the tomb and retrieve it.~ */
  IF ~~ THEN EXIT
END

IF ~~ THEN BEGIN 17 // from: 15.1
  SAY #43774 /* ~I see.  How you gained your vaunted reputation, then, is beyond my knowledge.  But I can do nothing about it.  If your courage changes, however, do come and see me again.~ */
  IF ~~ THEN DO ~SetGlobal("alibakkarjob","GLOBAL",0)
SetGlobal("alibakkarrefused","GLOBAL",1)~ EXIT
END
« Last Edit: January 08, 2005, 03:14:02 PM by icelus »
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Offline icelus

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Re: False() dialog states to restore
« Reply #27 on: January 08, 2005, 03:21:46 PM »
Another interesting encounter that never happened due to a missing .cre file.  This could easily be restored la Greyhand, with just a bit of work on the scripting of the bottom two states.  It appears to have taken place in the Illithid lair.  Dialog is from udvamp01.dlg

Quote
BEGIN ~UDVAMP01~

IF ~False()~ THEN BEGIN 0 // from:
  SAY #52266 /* ~EEEAAAArrrrrgghghgh!!!~ */
  IF ~~ THEN GOTO 1
END

IF ~~ THEN BEGIN 1 // from: 0.0
  SAY #52267 /* ~I... I live again!... but the... the indignity! I was staked!~ */
  IF ~~ THEN REPLY #52268 /* ~And you will be again, foul creature!~ */ GOTO 2
  IF ~~ THEN REPLY #52269 /* ~A simple matter to remove the thorn from your paw. Simple to put it back as well.~ */ GOTO 3
  IF ~~ THEN REPLY #52270 /* ~Yes, yes, now tell me what you know of this place or I will put it back.~ */ GOTO 3
END

IF ~~ THEN BEGIN 2 // from: 1.0
  SAY #52289 /* ~Ahh, so I am awakened only to fight? Why free me at all, oh righteous one? No matter, I am willing! I will be free of this place and all their damned controlling devices!~ */
  IF ~~ THEN EXIT
END

IF ~~ THEN BEGIN 3 // from: 1.2 1.1
  SAY #52290 /* ~I see your threat and what you wish, though I have no service to offer in exchange for your deed. I am weak, and this place has sapped my will.~ */
  IF ~~ THEN GOTO 4
END

IF ~~ THEN BEGIN 4 // from: 3.0
  SAY #52300 /* ~You stand in a workshop, where they tested both my flesh and my thoughts. They fear the undead, these tentacled horrors, for I have a mind they cannot taste.~ */
  IF ~~ THEN GOTO 5
END

IF ~~ THEN BEGIN 5 // from: 4.0
  SAY #52307 /* ~Taste... er, I do not know what you hope to... extract from me... there is naught here but the crowns they use to commune with their vile brain... They place it upon their heads and go to the vat...~ */
  IF ~~ THEN GOTO 6
END

IF ~~ THEN BEGIN 6 // from: 5.0
  SAY #52309 /* ~Perhaps if I had... had my old strength back... perhaps you would donate to me... a bit of your... your blood. I would remember so much more...~ */
  IF ~~ THEN REPLY #52311 /* ~Stand back, creature. You'll have none of my blood today!~ */ GOTO 7
  IF ~~ THEN REPLY #52312 /* ~You'll remember just fine the way you are. Now, continue.~ */ GOTO 7
  IF ~~ THEN REPLY #52313 /* ~Ah, what the heck. You might as well have some. Just a little, mind you.~ */ GOTO 8
END

IF ~~ THEN BEGIN 7 // from: 6.1 6.0
  SAY #52316 /* ~Blood... I must have... the thirst I feel... demanding!~ */
  IF ~~ THEN EXIT
END

IF ~~ THEN BEGIN 8 // from: 6.2
  SAY #52317 /* ~Yes... just a little... a little of... the blood... the thirst I have... must quench the thirst I have!!~ */
  IF ~~ THEN EXIT
END
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Offline icelus

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Re: False() dialog states to restore
« Reply #28 on: January 08, 2005, 03:59:44 PM »
Hooray!  I've gone through all of the dialogs in the game with false() dialog triggers.  Check the first post for a summary of the results. 

I'll try to start working on knocking some of these out... after I've taken a break from staring at dialogs all day.  :)
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Offline Andyr

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Re: False() dialog states to restore
« Reply #29 on: January 08, 2005, 06:04:34 PM »
good work :D

* Andyr wuggles Ice

I am not sure of allowing an XP hit in Spellhold not stat is a good thing to restore, because even though it's UB it sucks a bit.
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Offline icelus

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Re: False() dialog states to restore
« Reply #30 on: January 08, 2005, 06:07:47 PM »
Yeah, it's not exactly a sacrifice.  I'm not planning on restoring that one.
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Offline Barren

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Re: False() dialog states to restore
« Reply #31 on: January 08, 2005, 09:16:00 PM »
We already knew about the slayer-draining thing, didn't we?

We also already knew about the vampiric illithid... Might be linked to the Insane Dwarf Warrior from the same Illithid lair, since he had his dialog cut as well?
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Offline SimDing0

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Re: False() dialog states to restore
« Reply #32 on: January 09, 2005, 05:39:28 AM »
An interesting slayer-related transition in player1.dlg:
I wonder if this is what Ascension uses to upgrade the Slayer Change.

Offline icelus

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Re: False() dialog states to restore
« Reply #33 on: January 16, 2005, 03:13:06 PM »
rumorp.dlg: Rumors for the Brynnlaw tavern?

Quote
BEGIN ~RUMORP~

IF ~False()~ THEN BEGIN 0 // from:
 SAY #33977 /* ~There's always been talk about a link between this isle and some dark underground city, but then, what do you expect on an isle of braggarts and madmen?~ */
 IF ~~ THEN EXIT
END

IF ~False()~ THEN BEGIN 1 // from:
 SAY #33978 /* ~Ask anyone around, they'll tell you that they don't mind livin' under Spellhold. Of course, they ain't the ones dragged off to be healed there.~ */
 IF ~~ THEN EXIT
END

IF ~False()~ THEN BEGIN 2 // from:
 SAY #33980 /* ~Spellhold ain't no place to heal. Seen mage after mage go in, as well as a whole lot of 'difficult' people, but ain't seen a one of them come back out.~ */
 IF ~~ THEN EXIT
END

IF ~False()~ THEN BEGIN 3 // from:
 SAY #33982 /* ~There's been a few wrecks lately. The last was an old sea vet that knew the water well and true. It's as if the seas just took him on a whim.~ */
 IF ~~ THEN EXIT
END

IF ~False()~ THEN BEGIN 4 // from:
 SAY #33983 /* ~Desharik leads here, and does it well enough... though the occasional rival gets sent to Spellhold. A bit too concerned about his own goals, but who isn't?~ */
 IF ~~ THEN EXIT
END

IF ~False()~ THEN BEGIN 5 // from:
 SAY #33984 /* ~Spellhold weren't first built as a jail, but that ain't stopped them locking people up in it. Enchanted through and through... it takes mages to hold mages.~ */
 IF ~~ THEN EXIT
END

IF ~False()~ THEN BEGIN 6 // from:
 SAY #33985 /* ~Talk to Madame Galvena if you're looking for recreation in town, though you have to be into that sort of thing. Not everyone in her employ is there by choice.~ */
 IF ~~ THEN EXIT
END

OK, I think I've coded this fix.  In the unmodded game, the Brynnlaw innkeeper uses ppinn01.sto.  It does make reference to rumorp.dlg as the source for its rumors.  If you CLUA to AR1602 and have a few drinks, you'll notice that the rumors never show up.  I'm kinda surprised this was never mentioned as a bug in the past...
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Offline Barren

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Re: False() dialog states to restore
« Reply #34 on: February 09, 2005, 08:14:46 PM »
Imoenj.dlg is in the list but check imoemj.dlg. Looks like an earlier version of it, and it has a falsed out string where Imoen kills Rielev that was removed in the other file.
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Offline SimDing0

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Re: False() dialog states to restore
« Reply #35 on: March 24, 2005, 05:31:09 AM »
Quote
IF WEIGHT #7 /* Triggers after states #: 66 72 73 even though they appear after this state */
~False()~ THEN BEGIN 17 // from:
 SAY #17715 /* ~I... I had hoped to see you again. I... that is, it is good to see you well. I have heard good things... for the most part at least. Shall we team once more? You and I both have much left to do.~ [JAHEIRH9] */
 IF ~~ THEN REPLY #17716 /* ~I am glad to see you, Jaheira. I was hoping that you would... would consider traveling with me again.~ */ GOTO 18
 IF ~~ THEN REPLY #17717 /* ~I have need of your skills again, Jaheira. Would you come back to my group?~ */ GOTO 19
 IF ~~ THEN REPLY #17718 /* ~It will have to wait, Jaheira, I don't need you in the group just yet.~ */ GOTO 20
END

IF ~~ THEN BEGIN 18 // from: 17.0
 SAY #17735 /* ~I will, but only as a comrade in arms. Perhaps there was a chance for more, but no longer. It is for the best; we have friends to avenge.~ */
 IF ~~ THEN EXIT
END

IF ~~ THEN BEGIN 19 // from: 17.1
 SAY #17737 /* ~For... yes, for the sake of the group. We have friends to avenge and should get too it. Other... other things will wait. Yes, I will come with you.~ */
 IF ~~ THEN EXIT
END

IF ~~ THEN BEGIN 20 // from: 17.2
 SAY #17739 /* ~Yes... yes it is best to move on. I will be here or near here if you should change your mind, but I think we will always be separate in some measure now.~ */
 IF ~~ THEN EXIT
END
This looks more like "if you kicked her out while romancing her" than "if the romance is active", to me. Might be interesting to restore.

Offline SimDing0

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Re: False() dialog states to restore
« Reply #36 on: March 25, 2005, 07:36:26 AM »
Code: [Select]
REPLACE DALESON
IF WEIGHT #2 ~InPartySlot(LastTalkedToBy(Myself),0)
Global("PCKeepOwner","GLOBAL",1)
!GlobalGT("kprevolt","GLOBAL",5)~ THEN BEGIN 34 // from:
  SAY #40182 /* ~Good day to you, my <PRO_LADYLORD>.  You remember your stable boy, Daleson?  Glad t' see you carryin' on after Lord Arnise... an' not them Roenall folks.~ */
  IF ~~ THEN EXIT
END

IF WEIGHT #3 ~InPartySlot(LastTalkedToBy(Myself),0)
Global("PCKeepOwner","GLOBAL",1)
GlobalGT("kprevolt","GLOBAL",5)~ THEN BEGIN 35 // from:
  SAY #40183 /* ~Well, my <PRO_LADYLORD>, maybe Nalia made a mistake puttin' you in charge.  Hopefully she changes her mind before you ruin everythin'.  I ain't stayin' though.~ */
  IF ~~ THEN DO ~EscapeArea()~ EXIT
END

IF WEIGHT #4 ~Name("Nalia",LastTalkedToBy(Myself))
Global("PCKeepOwner","GLOBAL",1)
!GlobalGT("kprevolt","GLOBAL",5)~ THEN BEGIN 36 // from:
  SAY #40184 /* ~Hullo, Nalia.  Good t' see you're in good health an' all.  You done well for Lord Arnise, you have... hopefully this <CHARNAME> rules as good as your father did.~ */
  IF ~~ THEN EXIT
END

IF WEIGHT #5 ~Name("Nalia",LastTalkedToBy(Myself))
Global("PCKeepOwner","GLOBAL",1)
GlobalGT("kprevolt","GLOBAL",5)~ THEN BEGIN 37 // from:
  SAY #40185 /* ~Nalia...don't you think this has gone on far enough?  <CHARNAME> ain't no <PRO_LADYLORD> t' follow yer father.  Almost rather'd see a Roenall here than that sort.  Think about it, girl.~ */
  IF ~~ THEN EXIT
END

IF WEIGHT #6 ~!InPartySlot(LastTalkedToBy(Myself),0)
!Name("Nalia",LastTalkedToBy(Myself))
Global("PCKeepOwner","GLOBAL",1)~ THEN BEGIN 38 // from:
  SAY #40186 /* ~Hullo to you, <SIRMAAM>.  Just Daleson, the stableboy, here.~ */
  IF ~~ THEN EXIT
END
END
You, uh, might wanna confirm that Daleson is still around in the Keep when the PC has taken over.

Offline icelus

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Re: False() dialog states to restore
« Reply #37 on: April 12, 2005, 08:17:28 AM »
I haven't worked on these for a bit, and it may be awhile before I do any more work, so I'll attach the latest version of the .d file in case you want to release v14 anytime soon.

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Offline Andyr

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Re: False() dialog states to restore
« Reply #38 on: April 16, 2005, 08:51:25 AM »
Got it - shall we leave it at that then for now? :) Want to update your first post?
« Last Edit: April 16, 2005, 09:12:58 AM by Andyr »
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Offline icelus

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Re: False() dialog states to restore
« Reply #39 on: April 16, 2005, 10:20:49 AM »
Sure, will update it now.  I overlooked Sim's post with the code for fixing the Daleson dialog, so I've added it to the .d and attaching the new file here.
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Offline Andyr

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Re: False() dialog states to restore
« Reply #40 on: April 16, 2005, 06:50:21 PM »
Updated. :)

I am writing an essay tomorrow, but when I am done/bored will post complete changes to date and attach a build for people to try and install? Then, if it's cool, if you could make the .exe and add the PPG icon to it that'd be ace.
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Offline devSin

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Re: False() dialog states to restore
« Reply #41 on: April 29, 2005, 09:16:05 PM »
Ten years later, some comments:

Quote
C6ARKAN.DLG -- Involves your assisting factions in Bodhi's lair, Ch. 6
C6CLER1.DLG -- Involves your assisting factions in Bodhi's lair, Ch. 6
C6CLER2.DLG -- Involves your assisting factions in Bodhi's lair, Ch. 6
C6CLER3.DLG -- Involves your assisting factions in Bodhi's lair, Ch. 6
C6DRIZZ2.DLG -- Involves your assisting factions in Bodhi's lair, Ch. 6
C6ERIC.DLG -- Involves your assisting factions in Bodhi's lair, Ch. 6
C6WILL.DLG -- Involves your assisting factions in Bodhi's lair, Ch. 6
Most of these were actually converted to DisplayStringHead() before release. Pay special attention to Arkanis' dialogue, as there's missed interaction with Kachiko getting turned into a vampire (Kachiko, who's supposed to be a female, has a "Arkanis! The thing bit me!" blurb, and then Arkanis has a "This is bad!" dialogue after she turns). I've partially restored this, but I'm very wary of doing too much (the battle here is so confusing and the coding is fairly complex; a single change would likely break the entire sequence).

Quote
CEDELICH.DLG -- Possibly associated with Deril the lich
Yeah. Deril was supposed to turn into a lich and return 3 days later and attack the party, but only if you suckered him into giving you the baby (i.e., you chose the "Call the guard!" response). Notice that he currently says "This is not over!" (yeah, Draconis and Isaea both say the same thing and it never amounts to anything there, either), and even sets a timer (I think, otherwise it's the check that's still in), but nothing ever happens. Lagole Gon is cool.

Quote
DADROW12.DLG -- Involves the ability to sacrifice your purchase monster slave
This may have just been time constraints, as there doesn't seem to be any real reason this isn't in there.

Quote
DRENDEN.DLG
Something was supposed to happen where Jaheira would be under the care of these druids while she was cursed (maybe if you kicked her out or something). So you were supposed to run around and report back to the head honcho, and somewhere along the line she could die. The dialogue for him, as well as Jaheira's "I live again" crap is still there, but the quest itself is so stupid that it might be pointless to restore.

Quote
FIRKRA03.DLG
I always thought that this was supposed to be battle taunts but, reading the quotes here, it looks like this was supposed to either be a quest reminder (go to Windspear, stupid!), or to simply point the player to the temple in the north (maybe there wasn't originally supposed to be an actual reason you had to go face him, but they just had to do a kidnap sequence). The "retreat" string definitely looks like "If the party leaves the area = chicken" stuff (for AR1200, not when you're actually in the dungeon). Anyway, with the kidnap and Radiant Heart garbage, adding yet-another sequence here may just overload the current implementation.

Quote
HEARTG3.DLG -- Responses by Order paladins depending on your status in the paladin stronghold quest
HEARTG4.DLG -- Responses by Order paladins depending on your status in the paladin stronghold quest
HEARTG5.DLG -- Responses by Order paladins depending on your status in the paladin stronghold quest
Most of the dialogues already have the joined/refused/failed interaction, so I simply restored that for HEARTG5 (at first, I did an initial "doOnce" implementation, since the dialogue seems to be an initial comment that shouldn't be repeated; after looking at the other two, I just decided to copy the Global() / InPartySlot(0) and leave it at that). It requires some clever re-weighting, but nothing too obscene. For the "hint" state (unreachable in all three dialogues), I used the same criteria for starting the paladin stronghold (as contained in HPRELATE dialogue). I'll never play as a paladin but the game data makes it look like you should talk to the prelate first (if that isn't already what you have to do).

Quote
HENDAK.DLG -- Allows you to ask Hendak about Imoen
You can ask him before you do the slaver boat, so I'm not sure why this is unreachable. Also, one of them is missing some checks to make sure that it only happens in Chapter < 4.

Quote
IMOENJ.DLG -- Imoen's remark about the lightning machine in the dungeon
I imagine it was either too much "hold my hand, Imoen," or another place where DisplayStringHead() replaced dialogue (there's already a hint about the machine). Anyway, there's two triggers in the corridor, so it'd be pretty easy to hijack one and just initiate her dialogue there.

Quote
KAYL2.DLG -- Sir Ryan Trawl directing you to the Prelate instead of William Reirrac
This was the same as the HEARTG dialogues. I don't know how the paladin stronghold goes, so who knows what's actually supposed to happen. Also note that the dialogue should have been weighted (there's states that could be reached at inappropriate times, and states that couldn't be reached at all).

Quote
SHOP02.DLG -- Allows Arnolinus the armorer to become insulted with one of your replies
This actually isn't a "top-level" state, and is reachable in the default game.

Quote
TRFUED01.DLG -- Allows your character to change his mind about taking part in Lady Lurraxol's quest
TRFUED05.DLG -- Allows your character to change his mind about taking part in Lord Alibakkar's quest
Make sure to delete the journal entry and take the key (this is a little sketchy, as they both give out the same key). Note also that it appears they were once intended to be "permanent" residents (states 0 and 1 have dialogue for before and after Faldorn is defeated).

Quote
ARNBOY01.DLG -- V11
There's also a *real* fun sequence between Dougie ("... s-sorry, Master Booter..."), Booter ("Tarnation! Loviatar's bane!"), and the guy on the rack. It's tricky to restore (I had to make the dialogue sequential, instead of random), but I love it (especially if Jaheira's in the party, "'Ey, that's my motto too. Good on you, m'lady."). I don't think this was restored in UB (last I checked, anyway).

Quote
BODVAM01.DLG -- V11
BODVAM02.DLG -- V11
These make better DisplayStringHead()s (especially if you attach VAMPM04 to the strings). I can't remember if they already were, or if this was something I added.

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DGDRU01.DLG -- V11
One of these was actually replaced with DisplayStringHead(), so the dialogue is pointless.

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They seem to be different responses possible after defeating Tor'Gal and possibly taking the Keep as your stronghold. These could likely easily be restored, but it'd required looking at the various GLOBALs that are set after Tor'Gal's defeat...
Actually, Daleson should EscapeArea() in most cases. This is likely dialogue for the fighter's stronghold (does he even come back?).

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mage2.dlg is interesting, involving the quest given to you by Tolgerias. There is no associated .cre file for the .dlg, but I'd say that it'd be easy to throw in an extra mage in the Government Building, not as a part of the Cowled Wizards.
Yeah. Apparently, you were supposed to overhear a conversation with Tolgerias and somebody else, and then could ask around about it. Llarsh (the ass keeper of family crests and what-not) has dialogue related to this, at least.

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Looks like an earlier version of it, and it has a falsed out string where Imoen kills Rielev that was removed in the other file
Imoen actually will kill Rielev (it's pretty lame; not recommended). She walks over and just makes the crystals (and then does her "He's dead now?" spiel, even though she's the one who killed him), and you get no XP. Unless this was yet another thing I restored and don't even remember what the original, default behavior was...

 

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