[TW1][djinni] conversation does not work and other probs
Hello together,
I am new here and just started to sort out the djinni editor. I want to make my own adventure and worked through some stuff in the djinni wiki. I have an area, an npc, which finally spawns. I found out how to set the starting abilities and equipment for the player character. I added some stuff and finally found a way to include the kaer morhen valley location into the module after long searching the net and some trial and error with djinni. But I still have a couple of serious problems and some questions mor out of curiosity and to avoid unnecessary trials and errors.
1. I cannot get the conversation I created to start in the game. It is a quest conversation, for the most part consisting of quest nodes and some accompanying nodes as per the djinni wiki example, although it is somewhat more complex. If I click on the npc to start the conversation the screen tries to change for a second or to (kind of dims) and then goes back to normal, but no conversation shows up. That really sucks, because these conversations will be elemental. Any ideas? I added a screenshot of the djinni window.
2. There is really no tutorial on the creation of items in the wiki. I figured I would have to create a new item template, which I then could use to put the new item into the inventory of a placeable ... but no, the new item template is nowhere found to be implemented in the placeable inventory dialogue.
2.1 On a slightly related note - how can I have a placeable only a small amount of orens, like say 3. The standard issue in the djinni allows only 50 and 100 orens to be placed.
2.2 On another realted note, I have read the tutorial of Corylea on how to create quest items. First of all: thanks for that! It is greatly appreciated (although I still have to try it out! This tut seems to imply that there are only 20 quest items possible, is this true or did I infer that erronously? Could I use the same method to create "normal" items?
3. I created a placeable with an inventory, where I explicitly put the flag for "Take only" on "false" so I could place something in the chest. But it does not work. I have a similar chest with the same flag on "true" where it does not work (as it should, but no difference really). What am I doing wrong? Should I add a store template? But what about such placeables like the altar in the swamp where you could put an offering?
4. And finally (for the time being): Is it possible to create a cutscene, where the player character is not involved (is not seen) up to and including a conversation? Is it possible that this cutscene is not playing on the start location of the player character but somewhere differently? To be more specific: The module shall start with a movie (cutscene) which will not involve the player character and will not take place at the start location of the player. Is that possible?
Edit: 5. Is there anywhere a list of the inventory icons used by the game to look them up?
Any advice will be greatly appreciated!
Hello together,
I am new here and just started to sort out the djinni editor. I want to make my own adventure and worked through some stuff in the djinni wiki. I have an area, an npc, which finally spawns. I found out how to set the starting abilities and equipment for the player character. I added some stuff and finally found a way to include the kaer morhen valley location into the module after long searching the net and some trial and error with djinni. But I still have a couple of serious problems and some questions mor out of curiosity and to avoid unnecessary trials and errors.
1. I cannot get the conversation I created to start in the game. It is a quest conversation, for the most part consisting of quest nodes and some accompanying nodes as per the djinni wiki example, although it is somewhat more complex. If I click on the npc to start the conversation the screen tries to change for a second or to (kind of dims) and then goes back to normal, but no conversation shows up. That really sucks, because these conversations will be elemental. Any ideas? I added a screenshot of the djinni window.
2. There is really no tutorial on the creation of items in the wiki. I figured I would have to create a new item template, which I then could use to put the new item into the inventory of a placeable ... but no, the new item template is nowhere found to be implemented in the placeable inventory dialogue.
2.1 On a slightly related note - how can I have a placeable only a small amount of orens, like say 3. The standard issue in the djinni allows only 50 and 100 orens to be placed.
2.2 On another realted note, I have read the tutorial of Corylea on how to create quest items. First of all: thanks for that! It is greatly appreciated (although I still have to try it out! This tut seems to imply that there are only 20 quest items possible, is this true or did I infer that erronously? Could I use the same method to create "normal" items?
3. I created a placeable with an inventory, where I explicitly put the flag for "Take only" on "false" so I could place something in the chest. But it does not work. I have a similar chest with the same flag on "true" where it does not work (as it should, but no difference really). What am I doing wrong? Should I add a store template? But what about such placeables like the altar in the swamp where you could put an offering?
4. And finally (for the time being): Is it possible to create a cutscene, where the player character is not involved (is not seen) up to and including a conversation? Is it possible that this cutscene is not playing on the start location of the player character but somewhere differently? To be more specific: The module shall start with a movie (cutscene) which will not involve the player character and will not take place at the start location of the player. Is that possible?
Edit: 5. Is there anywhere a list of the inventory icons used by the game to look them up?
Any advice will be greatly appreciated!


