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hi there..
I have made a complex above and below world map ( not done yet sorry wont release till its perfect ), but while im done with art and editor parts , im now onto questing..I added a new character to game, but I have honestly little clue ( I did try but not quite figure the dain thing out ha-ha ) how to 'add' quest dialogue etc. to it and tell quest editor which character is receiving the diagloue etc...Ive seen a few tuts , but honestly IMO its way m ore work than I want to deal with after the editor and arts management were so darn easy. nwn makes ALL this so incredibly easy, that honestly im a bit dismayed by th is complexity, but I want to finish this at least ![]() cheers nl |
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I shall keep looking of course.. thx nl |
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??
Ok, lets go through the "chain" ![]() It all starts in the modstring.txt. There you can write lines like: tagmynpc01_talk01=Hello, welcome to my mod. tagmynpc01_talk02=I'm here to give you directions... (or whatever) The part before the = is your tag. Take this tag and put it in a dialog.dbr. You can import any dialog.dbr from the database and fill the different references to the texttags. Example: ![]() Now save the dialog.dbr whereever you want. Just remember where ![]() Build the mod. Now open a npc who will say the words. The npc static dialog is where the dialog.dbr is set. Example: ![]() If you put the npc in the world, the npc will have the yellow diamond above his head and "talk". Now about the quest. To give the npc the exclamation-mark he needs to be "illuminated" as questgiver via a quest. So, start the quest-editor, load your mod. Make a new quest-file. Start a new trigger-step. Start a new condition. Select ongamelevelload. Start a new action. Select illuminate npc as primary. Now in this action you can select your npc. This will give the npc the exclamation-mark. Now you can either make a side- or a mainquest out of it. But this is all going too far here i think. Anyway, i how i was able to help :| *** Update *** In case you havent added quests sofar. Before anything works, you must save the quest into the workingfolder/yourmod/source/quests/ Then open up the artmanager and autocreate asset the questfile. build. Copy the content of the custommaps-folder to your games installation-folder. Then open the leveleditor. Load your mod. In the overview-window select the menu-step quests. Add your new quest. Save. Open artmanager again and build. Now it should work ![]() well, that was very short. More a todo-list than an explanation. Please dont hesitate to ask about the details you need more info... Last edited by PinkFrog : 06-05-2007 at 04:06 PM. Reason: frogot |
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OMGOSH but that many steps is just insane ,- those poor develelopers if they had to go through all that, I hope they got paid alot of money ![]() I take it there are no easier tools with which to do any of th is..the nwn editor has SUCH an easy wizard for making conversation..you add a NPC to your world and click it and goto conversation and start having at it , it could not be eaSier. Maybe titan quests way is more flexible I dont know yet im not sure I want to hastle through so many steps but anyway having to go back and forth like this to me seems just insane ..did I already say that ? <wink>thank you . nl Last edited by neighborlee : 06-05-2007 at 06:49 PM. |
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i truly believe that it just sounds irritating right now. (especially after i explaned it) If you made it once or twice its truly easy.
Anyway, as i said before: if you just want to have a npc with a dialog, you dont need a quest. Just a npc, the dialog-file and the tags in the modstring. Thats not complicated in my eyes ![]() Don't give up! ![]() |
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btw , what is this 'physical appearance' id stuff, I thought we just copied over a NPC from resources, along with dialogue and that was that..appearance id ?? ( this is what I mean re: complexity , that or i've confused something, which would not be a 'first' heh ) thx nl |
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anyway the entire custommaps folder or just whats directly inside it and 'where' in my install dir do I put it ? thx nl |
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Yes, i am sure.
![]() And no, its not mentioned in the pdf, sadly enough. the new level-editor (by the way, i keep assuming you have the immortal-throne-tools? we need to make that clear) looks for the self-created content in a new way, and they havent updated the pdf accordingly. So, you need to create a folder in your games path: custommaps. In this folder you put the same mod-folder that is in the custommaps for modding (not the working but the one that is created through the "build"-command) By the way... did you load the "old" database into your artmanager? Under options there is a field "additional browse directories" Here should be the path to titanquest. Now the artmanager finds the old stuff as well. |
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I think part of confusion on my part is im not used to having to import items and copy DIR's like this so sorry about that ![]() feel free to just use this thread from now on for all correspondence... EDIT EDIT: I also wonder what is easiest way to get my own mp3's into the game for NPCs and whatever else..im not sure which sound DIR to import :: EDIT EDIT EDIT: fixed ![]() I am still unable to get the exclamation mark over the NPC head when PC goes into game ... I got it 'selected' in terrain editor in the layout module and saved it,,then went int art manager and did a complete build so Idont see why its not seeing this..I have this for 'filename' under quest editor> myquest: filename: C:\Documents and Settings\neighborlee\My Documents\My Games\Titan Quest\Working\CustomMaps\TitanBusters\source\Quest s\welcome.qst also: In case you havent added quests sofar. Before anything works, you must save the quest into the workingfolder/yourmod/source/quests/ Then open up the artmanager and autocreate asset the questfile. build. Copy the content of the custommaps-folder to your games installation-folder. Then open the leveleditor. Load your mod. In the overview-window select the menu-step quests. Add your new quest. Save. Open artmanager again and build. ^^^ If I do that precisely I get art manager crashing on me..then I reload it and build again and I get this: Compiling assets... Done. Compiling database... Opened C:\Documents and Settings\neighborlee\My Documents\My Games\Titan Quest\CustomMaps/TitanBusters\database/TitanBusters.arz for reading Closed C:\Documents and Settings\neighborlee\My Documents\My Games\Titan Quest\CustomMaps/TitanBusters\database/TitanBusters.arz Done. Deleting unassociated resources... Opened C:\Documents and Settings\neighborlee\My Documents\My Games\Titan Quest\CustomMaps/TitanBusters\database/TitanBusters.arz for reading Closed C:\Documents and Settings\neighborlee\My Documents\My Games\Titan Quest\CustomMaps/TitanBusters\database/TitanBusters.arz Deleting empty resource directories... Removing unassociated files from archive audiomine.arc. Failed to open archive file C:\Documents and Settings\neighborlee\My Documents\My Games\Titan Quest\CustomMaps/TitanBusters/resources/audiomine.arc. Removing unassociated files from archive Maps.arc. Failed to open archive file C:\Documents and Settings\neighborlee\My Documents\My Games\Titan Quest\CustomMaps/TitanBusters/resources/Maps.arc. Removing unassociated files from archive quests.arc. Failed to open archive file C:\Documents and Settings\neighborlee\My Documents\My Games\Titan Quest\CustomMaps/TitanBusters/resources/quests.arc. Removing unassociated files from archive Text.arc. Failed to open archive file C:\Documents and Settings\neighborlee\My Documents\My Games\Titan Quest\CustomMaps/TitanBusters/resources/Text.arc. Removing unassociated files from archive TextMine.arc. Failed to open archive file C:\Documents and Settings\neighborlee\My Documents\My Games\Titan Quest\CustomMaps/TitanBusters/resources/TextMine.arc. Build time 0:00 sorry for lengthy post but wanted to give you all the info to see what might be going on.. thx nl Last edited by neighborlee : 06-06-2007 at 09:33 PM. |
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