Can you have identically named dialogs if they exist in different files? That is, can Keldorn, Imoen, and Korgan all have a dialog called "MRDialog" in their respective banter files or does it have to have a unique name in each script?
Thanks.
Dialog naming question
Started by theacefes, Sep 15 2011 11:53 AM
5 replies to this topic
#1
Posted 15 September 2011 - 11:53 AM
-Ace
My Music Reels (mod-related and others)
----
Me: GROUP HUG!!!!!
Choo Choo: You're a better gay man than I am.
My Music Reels (mod-related and others)
----
DO ~SetGlobal("omgBbqRomanceActive","GLOBAL", 2)~Me: GROUP HUG!!!!!
Choo Choo: You're a better gay man than I am.
#2
Posted 15 September 2011 - 12:03 PM
Identical dialogue file names in different folders is fine. You just can't traify it.
Must. Write. Faster.
cmorgan: "None of us get old around here, just more proficient at doing more stuff with less braincells!"
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cmorgan: "None of us get old around here, just more proficient at doing more stuff with less braincells!"
berelinde's mods
TolkienAcrossTheWater website
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#3
Posted 15 September 2011 - 12:22 PM
Thank you
-Ace
My Music Reels (mod-related and others)
----
Me: GROUP HUG!!!!!
Choo Choo: You're a better gay man than I am.
My Music Reels (mod-related and others)
----
DO ~SetGlobal("omgBbqRomanceActive","GLOBAL", 2)~Me: GROUP HUG!!!!!
Choo Choo: You're a better gay man than I am.
#4
Posted 15 September 2011 - 06:26 PM
Uh, I've read the question as whetherwill work or not - which will.
Correction - you can't autotraify it. You'd have to --traify# and then load it manually before compiling (or put into master tra).
keldorn.d said:
BEGIN mrdialog
imoen.d said:
APPEND mrdialog END
Quote
You just can't traify it.
"Uguu~ Boku Ayu."
Before you start breaking wall tiles with your bare fists, ask yourself first - do you truly need it?
Before you start breaking wall tiles with your bare fists, ask yourself first - do you truly need it?
#5
Posted 16 September 2011 - 01:37 AM
Actually, Ardanis, you might have interpreted the question correctly. I thought she was talking about mod packaging file structure. Because Keldorn, Imoen, etc. already have banter files identified by INTERDIA.2da, and while it is possible to call dialogue from a non-2da file using StartDialogue(), that would be a bit of a nuissance. The answer is still yes, but it would get messy.
Must. Write. Faster.
cmorgan: "None of us get old around here, just more proficient at doing more stuff with less braincells!"
berelinde's mods
TolkienAcrossTheWater website
TolkienAcrossTheWater Forum
cmorgan: "None of us get old around here, just more proficient at doing more stuff with less braincells!"
berelinde's mods
TolkienAcrossTheWater website
TolkienAcrossTheWater Forum
#6
Posted 16 September 2011 - 05:24 AM
Heh. At first glance, I interpreted the question as state rather than dialog, so I saw
Keldorn's dialog file :
IF ~condition~ THEN BEGIN MRDialog
Mazzy's dialog file :
IF ~condition~ THEN BEGIN MRDialog
etc. - in which case, I'm pretty sure the answer is no - the statenames need to be different, as weidu loads 'em all up and compares them.
Serves me right for skimming the question too fast!
Keldorn's dialog file :
IF ~condition~ THEN BEGIN MRDialog
Mazzy's dialog file :
IF ~condition~ THEN BEGIN MRDialog
etc. - in which case, I'm pretty sure the answer is no - the statenames need to be different, as weidu loads 'em all up and compares them.
Serves me right for skimming the question too fast!
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