OK, please bare with me. I have a persistent problems of scripted banters sunstituted by nons scripted banters cross-file.
The issue here, budding modders and modstresses out there, is that if you use any sort of WEIGHTing for creating new entries in Biobanter DLGs, you have to be sure that you weight beneath all of the states in that DLG which are called by script: such as LOVETALKs, somebody died/somebody was raised talks, etc. Those values are reasonably easy to find using InfExp/NI/DLTCEP's editor (actually, NI's Edit mode in the state trigger list is probably the best way to locate it quickly.)
You can also glance at the Banter Packs for "safe" zones for weighting.
What we did in the behginning we weighed all banters, both CHAINs and APPENDs with -1 on all files to push them above BioWARE stuff on B-files in BG1.
Now, obviously I got a conflict between custom banters (ie the script calls for Kivan's talk with Player one at Rest, and instead a non-scripted Minsc's banter with Kivan shows up.
To me it means that I have to weight all *scripted* talks LOWER than all *simple* talks and do so for ALL the files. Ie all the banters which are not called by script should be weighed as -1.
All the banters that have script should be weighed lower... but what WEIGHT should I ascribe to them to have them "lower" Do they all have to go as -2? or should they be progressed? If they are progressed, how do I know which NPC takes precedence over which? Ie I number Kivans PC talks as -2, -3, -4, etc, while Minsc's scripted talk will still be -2... will Minsc's talk jump for Kivan's if both are in the party?
Does this conflict occur only with Interact() command or Dialogue() is a subject to it as well?
Also will using
Instead of IF ~~
On the intermediate states (the ones that do not start up the conversation, but are referenced to) and CHAINs prevent them from showing up when the character is forcetalked?
Edited by Domi, 16 December 2004 - 07:52 AM.