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Help with Story Phases, please!

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username_2075278

Senior user
#1
Jul 20, 2008
Help with Story Phases, please!

The 'gamephase.2da' file which comes with 'Price of Neutrality' lists the phases in the main game, and clearly has nothing to do with Price of Neutrality - so at present I've nothing to crib from.I've set up out gamephases.2da as follows:
Code:
2DA V2.0	GamePhase	PrePhase0	suicide 	***   1	main   	suicide 2	wedding 	main  3	reception	wedding
Our most significant characters take part in a short prologue phase, 'suicide'. This is, obviously, the first story phase in each of their 'Story NPC' files. The problem with this is they don't have much behaviour repertoire in this prologue phase, and for the competition stage three submission I'd much rather start them in the 'main' story phase, in which they have more behaviour (and their behaviour makes more sense in the absence of a working plot).All the story NPC files who don't have any special behaviour for 'suicide' have 'main' as the first story phase of their 'Story NPC' file.However I've currently got in our startup script,
Code:
	SetCurrentGamePhase("main");
This doesn't appear to work. All NPCs start with the behaviour repertoire of the first phase listed in their 'Story NPC' file, regardless of anything I can find to do.How can I get our most important NPCs to start up in their 'main' story phase? Or, if that's impossible, how do I advance the story phase?
 
N

nayava

Senior user
#2
Jul 20, 2008
I think story and game phase are not the same. (Look at the OnPhaseFinished Actions' Available Actions there is Change NPC story phase and Change game phase) You have to change one npcs Story phases to change the time it appear, its conversation, its character template, ...
 
U

username_2075278

Senior user
#3
Jul 20, 2008
NayAva said:
I think story and game phase are not the same.
Click to expand...
This certainly seems to be right. I have added a trigger with an onexit script as follows:
Code:
void main(){	string onetimemagic = "bv_ghtp_onexit";	PrintString( "bv_ghtp_onexit invoked");	if(GetEnteringObject() == GetFirstPC())	{		object oPC = GetFirstPC();		PrintString( "Current game phase is '" + GetCurrentGamePhase() + "'");		// if (GetCurrentGamePhase() == "suicide") 		if (GetLocalInt(oPC, onetimemagic) != TRUE) 		{			// set a flag to prevent this script repeating			SetLocalInt( oPC, onetimemagic, TRUE);			PrintString( "advancing game phase to 'main'");			SetCurrentGamePhase("main");		}	}}
The script fires - but* although the game phase has previously been set to 'suicide' the line
Code:
  if (GetCurrentGamePhase() == "suicide")
does not work, and* Although all the Story NPCs have actions defined for phase='main', they don't switch to these actions. So this doesn't work.
(Look at the OnPhaseFinished Actions' Available Actions there is Change NPC story phase and Change game phase) You have to change one npcs Story phases to change the time it appear, its conversation, its character template, ...
Click to expand...
I don't have any 'Available Actions' when I look at 'OnPhaseComnpleted Action' (on a quest phase) - just a type-in box. What available actions do you see?
 
N

nayava

Senior user
#4
Jul 20, 2008
I can not write or read this script language well, but I would like to know why you need game phases after all. In my module till now I changed every story phase on the characters with Change npc story phase in OnPhaseFinished Actions' Available Actions. You really do not have this alternative? Strange. It can replace all this simple scripts. (Transfer items/gold, enable/disable spawnsets/triggers, change story or game phase, add journal entry and set flags)
 
U

username_2075278

Senior user
#5
Jul 20, 2008
NayAva said:
I can not write or read this script language well, but I would like to know why you need game phases after all. In my module till now I changed every story phase on the characters with Change npc story phase in OnPhaseFinished Actions' Available Actions. You really do not have this alternative? Strange. It can replace all this simple scripts. (Transfer items/gold, enable/disable spawnsets/triggers, change story or game phase, add journal entry and set flags)
Click to expand...
Ah! Damn. Now I see... I was looking in the wrong place.Have you any idea what this means:
Code:
bvhela_suicide.dlg: Invalid quest tag specified for reply EMPTY - tag: bv_qi_hela_ghtp
I have a line in a dialogue with the 'Quest Id' set to 'bvhela_suicide.dlg'; and I have a starting condition on my main quest which is 'DialogLine Chosen' with that line.It seem to me that my quest is not starting.
 
N

nayava

Senior user
#6
Jul 20, 2008
I think ones I got a similar error note. I found the reason but I can not remember what it was. Maybe the tag was to complex, I changed the sentence the quest id was attached to without changing it in the quest file or I forgot to save.
 
U

username_17

Forum veteran
#7
Jul 21, 2008
Ok, I don't understand one word, you two talk about, but I had the same problem with that CurrentGamePhase command. And because I'm much more beginner on scripting than you, I have added all templates for testing with the command SetStoryNPCStoryPhase and it works good for me (so far).
NayAva said:
I think story and game phase are not the same. (Look at the OnPhaseFinished Actions' Available Actions there is Change NPC story phase and Change game phase) You have to change one npcs Story phases to change the time it appear, its conversation, its character template, ...
Click to expand...
What do you mean with this, and where can I find this? Is it for the quests to make the quest phases? I've not stumbled about this right now.And, only to say this: I have a big error list copied and saved at this time, ready to send to Endrek or someone else who has experience with Djinni. ;)
 
N

nayava

Senior user
#8
Jul 21, 2008
HexenmeisterRaven said:
What do you mean with this, and where can I find this? Is it for the quests to make the quest phases? I've not stumbled about this right now.
Click to expand...
It is one of the properties you get when you click of a story phase.
 
U

username_17

Forum veteran
#9
Jul 25, 2008
I have the same problem with my quest-tag:
hr_dlg_suni1.dlg: Invalid quest tag specified for reply EMPTY - tag: hr_quest_suni1_1
Click to expand...
Has anybody found out how this works correctly?
 
N

nayava

Senior user
#10
Jul 26, 2008
Maybe the tag is really just too complex. My quest tags are called qi1, qi2,... (I know, I overdo) and everything works.
 
A

ailinon

Senior user
#11
Jul 26, 2008
When does the error appear? How does the conversation look? (screenshot or mockup would help) How is the quest defined?
 
U

username_17

Forum veteran
#12
Jul 26, 2008
Ok, here is the whole problem....the dialog - the quest - The problem(s) in Aurora log:
hr_dlg_suni1.dlg: Invalid quest tag specified for reply EMPTY - tag: hr_quest_suni1_1hr_dlg_suni1.dlg: Invalid quest tag specified for reply EMPTY - tag: hr_quest_suni1_1Lua error: camera.lua:1385: error in function 'SetViewAngle'. argument #2 is 'nil'; 'number' expected.stack traceback: [C]: in function `SetViewAngle' camera.lua:1385: in function `EndDialog' gui.lua:1094: in function (C-side caller: OnEndDialog)Lua error: camera.lua:1385: error in function 'SetViewAngle'. argument #2 is 'nil'; 'number' expected.stack traceback: [C]: in function `SetViewAngle' camera.lua:1385: in function `EndDialog' gui.lua:1094: in function (C-side caller: OnEndDialog)
Click to expand...
Description of the problem while testing:The dialog starts with the entry "Mister please, can you help my mom?" It went on and at the first choice point, I have the choice. When clicking on the choice line "Don't worry, kid. I'm a witcher..." the dialog went on to the second choice and here is the first problem, because I can't make this choice and the dialog went on only with showing the line "Gooseberrys? Oh no, sorry kid....", equal if it is marked as dialog or a quest or accompanying (I tested all three possibilities). So the dialog went on from here to the second choice in this branch and then it stops completely. Thats it.The flags are set as follows:line "Geralt! You're back" - required: ac_suni_001 to 1 (local flag)line "Yes, I have it" in the upper dialog - after: fi_suni_001 to 1 (local flag)line "Be sure of this, Suni." - after: ac_suni_001 to 1 and here the quest id has the tag: hr_quest_suni1_1the quest id has to be set in the line you want to set in the quest phase if you add 'dialog line choosen', so it can't be this, or else I can't get the line in the quest phase. Maybe it's something with the flags, I haven't managed to find out, what exactly is the difference between a local and those global flags.Also I tried out to make the same dialog like described in the Wiki for Siegfried with my test-animator, but I get the same error.I think that Lua-error is only while the camera is only set as default, and no emotions in it. With emotions in dialog and the camera set to default the lua-error no longer appears. ???
 
N

nayava

Senior user
#13
Jul 26, 2008
I would recommend to use links and multilinks to avoid all this lines with conversion type quest that are very limited when it comes to required flags or many different answer options.
 
A

ailinon

Senior user
#14
Jul 26, 2008
It first became obvious to me that the game is doing its best to let you continue the conversation without reaching any of the Quest ID lines. As if the quest didn't exist... Right. I added the quest file to the Module Properties - Quest List... and, tadaaa, it worked. Hope it works for you as well.Note that once you complete the quest, it's still possible to proceed with the quest conversation, as long as you don't end up accepting the quest again - the game won't allow that route. You might need some flag check on the start - but you seem to have that already, so that's good.
 
U

username_17

Forum veteran
#15
Jul 26, 2008
I wrote it to Nayava few minutes ago.It all works fine as long as I have only the dialog or the quest conversation itself. But at the moment I add those quest id to one line, the dialog in game is interrupted and Aurora spit out that error message.But...hm...let me have alook at my properties....it's added now, the problem is a bit greater now :D
Cannot find reply with ID qufin_suni_001, required by quest quest_suni01, dialog hr_dlg_suni1hr_dlg_suni1.dlg: Invalid quest tag specified for reply EMPTY - tag: quest_suni01
Click to expand...
and so on... I'll keep trying 'til I'm :dead:
 
A

ailinon

Senior user
#16
Jul 26, 2008
HexenmeisterRaven said:
Cannot find reply with ID qufin_suni_001, required by quest quest_suni01, dialog hr_dlg_suni1
Click to expand...
Are you sure that your dialog has a 'qufin_suni_001' Quest ID somewhere?If yes, where is it set? Screenshot?
HexenmeisterRaven said:
hr_dlg_suni1.dlg: Invalid quest tag specified for reply EMPTY - tag: quest_suni01
Click to expand...
For this - surely there's a quest_suni01 referenced in the quest somewhere?If yes, where is it set? Screenshot? :)
 
U

username_17

Forum veteran
#17
Jul 26, 2008
The new dialog is made like in the picture from Nayava, here....The first quest id now is named "quest_suni01" and the second is the "qufin_suni_001"the first and second are normal dialog branches, only pointing at the last one, that is the quest dialog.Without adding it to the properties there was only the first error with that EMPTY -tag thing and adding it to the properties the other error line appeared. But could be I have forgotten to change it in the quest itself.
 
A

ailinon

Senior user
#18
Jul 26, 2008
Most of the game's dialogue has quest lines ending with 'star' QuestID lines - perhaps you should rebuild it, like this?Q- Did you get a healing potion? Q- Yes. Q- Oh thank you! QID- [continue] Q- No, I couldn't find the herbalist. Q- Please find him! QID- [continue]Or, rather... I'm wondering, why is the "couldn't find the herbalist" line a quest line? It's typical "accompanying" dialogue, isn't it? In my opinion, this should go as:Q- Did you get a healing potion? Q- Yes. Q- Oh thank you! QID- [continue] AC- No, I couldn't find the herbalist. AC- Please find him!Unless you definitely don't want the player to be able to lie about being unable to find the herbalist - then it gets tricky, but I'm figuring it out right now and will post results.Edit: Ah-ha, I got it.To prevent the player from lying, use dialogue:Q- Did you get a healing potion? AC- Maaaybe. AC- Damn you! Q- Yes. Q- Oh thank you! QID[i_have_it] - [continue] Q- No, I couldn't find the herbalist. Q- Please find him! QID[not_yet] - [continue]With quest:phase "I found the item"Dialogue line: [not_yet] [V] (unprogressive!)Hero has item(s): itemPhase "Thank you!"Dialogue line: [i_have_it] [ ] (progressive)Hero has item(s): itemEnd quest(editted for the continues)
 
N

nayava

Senior user
#19
Jul 26, 2008
The quest id can not be in the last sentence in this case. The npc speaks it. ^^
 
U

username_17

Forum veteran
#20
Jul 26, 2008
As I said before, if I set it to "accompanying", the dialog interrupts at this line too. And the above dialog in the picture is just another try. One of hundreds.....
 
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