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Understanding how a conversation works: PoN m1_cn_deidre01

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username_2075278

Senior user
#1
Jul 6, 2008
Understanding how a conversation works: PoN m1_cn_deidre01

I've been trying to understand the conversation file m1_cn_deidre01 in Price of Neutrality, in order to be able to build sophisticated conversations of my own. And I'm struggling...Fisrtly, this is a lot harder to use than the Aurora dialogue editor. Would it be possible to create .dlg files in Aurora and just copy them over? If not, why not?(OK, yes, I suppose I should try it!)Secondly, specfiic issues:
  • 'Eskel' is available on the 'Speaker' drop-down menu. How did he get there? I can't see any way to add new characters to that menu,
  • In the branch of the conversation where Eskel and Geralt tell Deidre she must leave the castle, the branch ends with deidre saying
    No, Eskel, it is too late. You have made your choice and must endure the consequences.
    Click to expand...
    and Geralt responds
    Eskel, watch out!
    Click to expand...
    Both of these nodes are just ordinary 'Dialog' (sic) nodes. Neither has an 'Action Script'. Neither has a distinct JournalId tag. Neither has either 'Required Flags' or 'After Flags'... yet if I recall correctly this branch of the conversation ends in a fight. What triggers the fight?
  • The branch which starts with Geralt saying
    Your wolves' eyes are glazed over with hunger.
    Click to expand...
    all the nodes are 'Quest' nodes (but only one, where Geralt says
    I can look around for some.
    Click to expand...
    has a 'Quest Id' tag, 'm1_q02 QP1 "Hungry as a wolf"'). This is presumably where the quest kicks off? In the quest definition 'm1_q02_food' the 'Dialogs in quest' list includes this conversation, and the phase 'Quest beginning' has the condition 'Dialog Line' with that line. Is that all it takes to stitch them together?
 
N

nayava

Senior user
#2
Jul 6, 2008
Eskel was added to this conversation by the conversation properties interlocutor. "Deidre, we spoke to Vesemir and Lambert... You must leave." triggers the next quest phase. This changes Eskel's and Deidre's story phase.
 
T

thilnen

Forum veteran
#3
Jul 9, 2008
You can add to a dialog as many interlocutors as you want. That allows you to make a conversation with several people talking. To add an interlocutor click on a dialog line. On the right in a Properties tab find a Interlocutor window. Press and icon next to it and a popup window will open. Riigt mouse click and choose Create Name. Write a character tag and press ok. Now you can choose this interlocutor in all this dialog.As for the fight - it is triggered by a script m1_cs06, that is executed after a quest phase is completed. This is a phase "Tell Deidre to leave" in a quest She-wolf (m1_q01_shewolf).
 
U

username_2075278

Senior user
#4
Jul 9, 2008
NayAva said:
Eskel was added to this conversation by the conversation properties interlocutor. "Deidre, we spoke to Vesemir and Lambert... You must leave." triggers the next quest phase. This changes Eskel's and Deidre's story phase.
Click to expand...
NayAva said:
You can add to a dialog as many interlocutors as you want. That allows you to make a conversation with several people talking. To add an interlocutor click on a dialog line. On the right in a Properties tab find a Interlocutor window. Press and icon next to it and a popup window will open. Riigt mouse click and choose Create Name. Write a character tag and press ok. Now you can choose this interlocutor in all this dialog.As for the fight - it is triggered by a script m1_cs06, that is executed after a quest phase is completed. This is a phase "Tell Deidre to leave" in a quest She-wolf (m1_q01_shewolf).
Click to expand...
THanks to you both, that's exceedingly helpful!
 
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