Building Conversations

From ALFA
Jump to: navigation, search


Building Conversations

Should be pretty easy right?

  • Conversation names should, for ease of connection, include the area that convo is found in and the name of the person, thing or group, with the dialog attached to it. Remember that in a few years someone else may need to adjust or add to that dialog.
  • In the Properties box of the Dialog your working with there will be an option to check a box for a NWN1 style dialog. This is generally the preferred method. Otherwise your dialog will put PCs into a cutscene.
  • A new conversation starts with just Root seen in the dialog box. From there you will right click and Add starting with the NPCs words first, followed by clicking that node and Adding the PCs reply options.
  • In the very first line of the NPC if you go down the the conditions tab at the bottom and Add the script gc_is_owner followed by the tag of the NPC or Placeable the dialog belongs to. This way you can have multiple dialogs listed in the same Conversation. Doing this will tell the conversation to Only open for the speaker with that tag. This will save a certain amount of space in your mod and you can group for instance, all your merchants in a particular area into one Dialog file making them easier to find.
  • if you include at the beginning, on the first line of the conversation the NPCs name in {} {George} then its easy to tell who that dialog points to and it does not show up when the PC talks to the NPC/Placeable