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Master Kavar
05-04-2006, 08:09 PM
I've been trying my hand at dialogue editing recently, and although I've been making a lot of progress I'm being plagued by a very annoying problem. It seems every .dlg file I alter in the KOTOR Tool will mess up at random.

The biggest problems are that conversations will just end abruptly, even if that particular dialogue tree wasn't altered. The second problem is that after being altered, the conversations will no longer flow properly, when the character finishes speaking I have to manually continue the conversation instead of the character moving to their next line naturally.

I tried using the KGFF ver. 1.1.6 instead, but that program is a right bloody mess, and makes as much sense to me as ancient egyptian calculus. I imagine everyone who's tried to mod dialogue files has run into this problem at some point; can anyone suggest a way to solve all this?

LiquidZoo
05-04-2006, 08:22 PM
I haven't tried using the dialog editor in KT, but all of the dialog edits I have made were done using DLGEditor, which I believe you can find here (http://www.starwarsknights.com/tools.php)

It took a little trial and error, but I think ti works really well, and I'm pleased with the dialogs I've produced with it.

Emperor Devon
05-04-2006, 08:22 PM
You're just using the wrong program. tk102's dialogue editor is the right tool to use.

Master Kavar
05-04-2006, 08:53 PM
I don't know why the KOTOR Tool even included a dialogue editor if it doesn't work properly, but thanks you two for pointing me towards the other editor. It looks pretty straight forward.

Jasper_Kazai
05-04-2006, 09:00 PM
The second problem is that after being altered, the conversations will no longer flow properly, when the character finishes speaking I have to manually continue the conversation instead of the character moving to their next line naturally.OMG... That has happened to only Juhani in my game when I talk to her now. I have no idea why, and it's only her in her one on one conversations... And it just started randomly. I didn't edit anything myself. She'll move along to the next line, but after a very long pause.

The Source
05-04-2006, 10:28 PM
From my extensive research in dialogue scripting, I can honestly tell you that any GFF Editor will be useful. What type of scripts are you using?

Master Kavar
05-04-2006, 11:08 PM
But I wasn't actually running any scripts; I was just adding new PC responses to Bastila's dialogue, and editing existing lines. I could see that if I had messed up on one of those, that particular line might not work. But all of them?

Darkkender
05-05-2006, 12:29 AM
KT conversation editor works fine for K1 dlgs. However Fred had tried to change the conversation editor to include K2 dlgs and it seemed to produce other bugs if I recall correctly from the KT thread. While you can edit dlgs with any gff editor thats more akin to using a prybar to pull a screw out of the wall when all you have to do is use a screwdriver. Tk's dlgeditor is designed for both k1 & k2 dlgs. Part of Kotor Tool's project manager has a dlgeditor overide allowing you to launch an external dlgeditor.

jinger
05-05-2006, 06:30 AM
both dialog editors have some bugs, i sometimes get messed up animations with tk102's editor, i usually fix that with KGFF :) i just thank these guys for taking the time to make the only tools out there

Darkkender
05-05-2006, 11:26 AM
both dialog editors have some bugs, i sometimes get messed up animations with tk102's editor, i usually fix that with KGFF :) i just thank these guys for taking the time to make the only tools out there

[scratches head]Messed up animations?[/scratches head] In what way are you getting messed up animations? Is it not saving a entry to do a certain animation when you tell it to? Because Tk's dlgeditor is designed to handle all of the fields the same way KGFF does. Since he made both of them. If there is some sort of bug he isn't aware of I would highly recomend letting him know.

tk102
05-05-2006, 12:23 PM
The animation "descriptions" if you can call them that, came from the 2da file and from some of my own empirical testing using the PC (and maybe Kreia). Then I did a search through all the dialogs in K1 and K2 looking for other animation values and added them to DLGEditor also. Some animation values may be meaningless when applied to different utc models.

Of course, if you mean that DLGEditor has a bug with animations, it wouldn't surprise me either. :xp: If you can find a way to replicate the bug and describe it to me, that would be helpful. Feel free to post any findings you have in this thread. (http://www.lucasforums.com/showthread.php?t=135639) :)