I've looked for some tips on how to change what you say to other people in KOTOR, eg. when you talk with Bastila about her mother, but I've found very few, and those pages didn't work!
Could someone please tell me how to do it?
I've looked for some tips on how to change what you say to other people in KOTOR, eg. when you talk with Bastila about her mother, but I've found very few, and those pages didn't work!
Could someone please tell me how to do it?
stoffe explains it all wonderfully in the Dialogue Tutorial (
http://www.lucasforums.com/showthread.php?p=2369280#post2369280) thread :). Hopefully, you should be able to get to grips with it. If you have any, more specific, queries on the issue then don't hesitate to ask.
I think I'm getting the hang of it, but I feel I've got lost somewhere. In KOTOR Tool I open Kotor>BIFs>templates>Dialog>k_hbas_dialog.dlg, and then I re-write some lines I speak to Bastila, and then saves it as .dlg in the Override file, but that is all I manages to do. I can't add new lines, and I can't find a way to do gestures, like shrug or look around while speaking.
I think I'm getting the hang of it, but I feel I've got lost somewhere. In KOTOR Tool I open Kotor>BIFs>templates>Dialog>k_hbas_dialog.dlg, and then I re-write some lines I speak to Bastila, and then saves it as .dlg in the Override file, but that is all I manages to do. I can't add new lines, and I can't find a way to do gestures, like shrug or look around while speaking.
I'd recommend that you use tk102's DLG Editor instead of the Conversation Editor built into KotorTool. The latter has not been updated in years and contain a variety of bugs. You can download it from the starwarsknights.com Modding Tools page.
Using it you can add new nodes to a dialog file by right-clicking on an existing node and picking "Add New Entry" or "Add New Reply" in the popup context menu. You can only add Entry nodes (NPC talk) under a Reply node (Player response), and vice versa.
To give your new entry twilek voiceover you'll have to make sure the "Sound Exists" checkbox is checked, and then put the name of a voiceover sound file in the "Sound" box (without the .wav extension). You can find these files in the "streamwaves" folder inside your game's folder.
For male twilek voices the file names start with n_gmtwilek_, and female twilek voices start with N_GFTWILEK_. This is followed by an abbreviated emotion type, and the length of the sound (Long, Medium, Short).
For example, the file name N_GFTWILEK_ANGL.wav means female twi'lek voice, angry speech, long duration.
Make sure you set the "Delay" field to -1 for these nodes, this will make the game stay on the node until the voiceover sound has finished playing before moving on.
To make the character do animations while talking, pick an animation in the "Available animations" list and drag it into the "Current Animations" list.
Thank you guys. I'll experiment around with this now. :)
I have another question; How do I add a third part in the conversation? Like, if I speak with a twi'lek on Manaan and then suddenly a Selkath arrives and starts to speak with the twi'lek, and then the twi'lek continues to speak with me.
And where do I find the dialog-scripts for eg. Belaya, or the Jedi Council?
I have another question; How do I add a third part in the conversation? Like, if I speak with a twi'lek on Manaan and then suddenly a Selkath arrives and starts to speak with the twi'lek, and then the twi'lek continues to speak with me.
You put the tag of the NPC who should speak in the Speaker field of the dialog node (and the tag of the NPC they are speaking to (i.e. should be facing) in the Listener field). The tags are set in the .UTC template files the NPCs are spawned from. If you leave the Speaker field blank then the dialog owner (i.e. the NPC you started conversation with) will be used. A blank listener field defaults to the player character.
And where do I find the dialog-scripts for eg. Belaya, or the Jedi Council?
The module specific .DLG files are located inside the .RIM file archives for the mods they belong to. You can use KotorTool to extract them.
I think I actually understood that!
Thank you!