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08-03-2008, 08:31 PM
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#1
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Rookie
Join Date: Oct 2007
Location: Chicago
Posts: 34
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Dialogue?
Hello all,
I was wondering how I can make custom dialog's appear in KotOR. I have used both KotOR Tool and DLGEditor to try and get them into KotOR, but I have no luck. I know how to put custom NPC's and weapons into the game, but I can't seem to create custom dialogs. All help is appreciated
-CoolProgram
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08-03-2008, 08:49 PM
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#2
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Mod Longer, Forum Less
Status: Moderator
Join Date: Jan 2008
Location: Ebon Hawk
Posts: 1,704
Current Game: Mechwarrior II: Mercenaries
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Are you trying to add dialog to a new NPC, or an existing one?
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08-03-2008, 08:57 PM
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#3
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Location: Chicago
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Im trying to add dialog to Darth Revan... I created a .MOD file and put in Darth Revan. but when I click on him it the indicator says dialog but revan doesn't do anything but turn around.
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08-03-2008, 09:48 PM
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#4
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Mod Longer, Forum Less
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Current Game: Mechwarrior II: Mercenaries
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There's a dialog option in the NPC file, if you put the name of your dialog there, and put the dialog into the mod file, it should work out.
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08-03-2008, 10:13 PM
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#5
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Join Date: Oct 2007
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Sorry for the post, I figured it out, it was because of extension(s) at the end.
-Coolprogram
Last edited by Coolprogram; 08-03-2008 at 11:09 PM.
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08-04-2008, 12:59 AM
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#6
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Rookie
Join Date: Oct 2007
Location: Chicago
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hey, instead of posting a different thread and wasting space, i thought I would post two questions here.
Q1: How do I add custom .WAV files to the sound/and or have sound files play durring dialog? - FOUND SOLUTION
Q2: How can I make people "warp" to other areas when they go through a door or something without them having to type "warp blank"? -Solved (Scroll down for Q3 & Q4 
Thnks in advance,
-CoolProgram
Last edited by Coolprogram; 08-04-2008 at 01:36 PM.
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08-04-2008, 06:40 AM
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#7
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Junior Member
Join Date: May 2008
Location: Back at LF
Posts: 378
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@Q2: That's a door issue. Look at this post: Clicky
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08-04-2008, 01:35 PM
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#8
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Hey thanks! Wow you would think all my questions would be done, but guess what? They're not! lol (I never fail to ask  )
Q3: How do I make a character (Non-NPC) Follow a path (Has to do with waypoints I assume)
Q4: How do I make the NPC automatically talk to a character after he walks by?
Thanks for any help, and for those who have helped me tremendously already!
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08-04-2008, 02:39 PM
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#9
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Junior Member
Join Date: May 2008
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So, you want to enter a module, and when the PC passes in front of a person, he runs to the PC, and starts a conversation with him. Too easy!
You have to put a script that starts a dialogue in your NPC's OnNotice field.
For that you should:
1. Open up KT, Text Editor, (or notepad) and paste the following script:
Code:
void main() {
object oPC = GetFirstPC();
object oNPC = GetObjectByTag("Your_NPCs_Tag_Here", 1);
AssignCommand(oPC, ClearAllActions());
AssignCommand(oNPC, ActionMoveToObject(oPC, TRUE));
AssignCommand(oNPC, ActionStartConversation(oPC, "Your_dialogues_name_here"));
}
2. Compile it with a name let's say "dialogue" without the quotes, and place it in your module file.
3. Open up Kotor Tool again (hope you didn't close it  ), and go to File>Open GFF File> and select your NPC file. In the Scripts tab, in the OnNotice field put the name of your script ("dialogue" in this case), without the quotes and without the .nss extension. Save the .utc.
4. Pack everything in a .mod file, start the game, pass in front of the NPC, and hopefully, he will start the specified conversation with you!
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Last edited by Istorian; 08-05-2008 at 12:37 PM.
Reason: Polished!
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08-04-2008, 03:14 PM
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#10
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Join Date: Oct 2007
Location: Chicago
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Hey, thanks again, but for Q3 can I do that with non-NPC characters? and the script doesn't seem to work... do I need to compile it to a .ncs? oh and I don't have the OnPerception, I have OnNotice. (K1)
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08-04-2008, 03:29 PM
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#11
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1. What you mean by non-NPC characters?
2. You have to compile the script, yeah!  Sorry for that here is the tested one:
Code:
void main() {
object oPC = GetFirstPC();
object oNPC = GetObjectByTag("Your_NPCs_Tag_Here", 1);
AssignCommand(oPC, ClearAllActions());
AssignCommand(oNPC, ActionMoveToObject(oPC, TRUE));
AssignCommand(oNPC, ActionStartConversation(oPC, "Your_dialogues_name_here"));
}
3. OnNotice, then!
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08-04-2008, 03:32 PM
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#12
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Join Date: Oct 2007
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hm.. I mean like the character that you're playing as not something like darth revan or malak. Thank you for the tremendous help BTW.
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08-04-2008, 03:42 PM
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#13
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You're welcome!
Who do you want to walk in waypoints? The PC, an NPC like Revan or Malak, or someone else?
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08-04-2008, 03:45 PM
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#14
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The PC :-D
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08-04-2008, 03:50 PM
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#15
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 Why would you want to do that?
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08-04-2008, 03:54 PM
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#16
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IDK, thought it would be fun 
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08-04-2008, 04:09 PM
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#17
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I cannot help you with that, sorry...I don't know...Perhaps a more experienced member like tk, stoffe, RedHawke, EnderWiggin or Tupac Amaru could help you
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08-04-2008, 04:21 PM
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#18
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Sine Amore Nihil Est Vita
Join Date: Jul 2004
Location: Pennsylvania
Posts: 3,395
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I'm not even sure if that's possible. I know you could make a cutscene, but if you mean in the regular game I can't help
_EW_
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08-04-2008, 05:02 PM
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#19
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a cut-scene could help as well 
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