Hidden_7 on 4/8/2002 at 08:33
Quick question. Is is possible to completly wipe the dialogue in your mod to Morrowind's defaults. It seems I messed it up pretty bad (mostly presuasion and clothing greetings) and it would take forever for me to add the current content I have into a fresh mod, likewise it will take forever for me to fix the dialogue, while adding back the new dialogue to a clean batch will take no time at all (I've figured it out NOW, lot of good it does me).
So ya, any help would be appreciated.
WingedKagouti on 4/8/2002 at 12:00
I guess you are talking about wiping only the dialogue from a plugin you are currently making while keeping all other changes.
Try loading up only the main file, export the dialogue (under the file menu), load your plugin and import the dialogue you just exported and save. It might work but I haven't tried.
EDIT: readability
Forsythe on 4/8/2002 at 20:06
Another trick, one that I know works against objects/NPCs/etc, and that seems to work well against dialogue is to toggle the new, modified or deleted dialogues as 'ignored':
1) Load up morrowind.esm & your plugin in the editor and (of course) tag yours as the active file.
2) Once you've loaded 'em up, go to that same screen, highlight your plugin, and click 'Details'.
3) That window should contain, among other things, all the dialogue that you've modified; tag (via the 'delete' key) any and all modifications you'd like to have disappear, and click 'Yes' each time it asks if you really mean to do this.
4) Close the 'details' window and click 'Ok' to load up all but the items you want to ignore.
5) Save your plugin (which then saves all but what you've told it to 'ignore')
6) To verify, go back to the Data Files window and view your plugin's 'details' once again.
Basically, the reason this works is because all plugins are are delta instructions (ie: "Oh, and after you do the master file's things, do these too"). If you delete one or more such instructions from the plugin, you're basically un-'masking' what your changes once covered over.
Btw, this isn't a miracle cure that lets plugin makers be sloppy... there's a few things it doesn't seem to want to 'ignore'. In other words, be careful out there ;)
Hidden_7 on 4/8/2002 at 21:01
errr.... Ohkay, so I've already tried importing the master file's dialogue over. Didn't do much, except tag all the dialogue as modified :sweat:
So let me get this straight, if i go and tell the game to ignore all the dialogue I've changed/added/messed with, then for stuff that 'needs' to be there, it will use the masters?
i.e. Say I've 'edited' (re:messed with) the clothing greetings, conviently (and accidentally) removing all variables from them, now If I were to tell the game to ignore all my edited dialogue (Including the greetings) then would It use the masters fully functioning stuff?
Forsythe on 4/8/2002 at 21:18
As far as I've seen, yup. The only thing plugins' dialogue modifications do is override the master file's dialogue; if you remove those override commands, the master file's dialogue shows up again. Of course, I'd suggest that you copy your plugin just in case anything happens, but I don't think anything will.
Hidden_7 on 5/8/2002 at 07:41
Well, it was a total succsess. Now If I can just get a topic removed from a char without deleting it, or adding it's varible "Not ID: this char", well I think I've almost figured it out in any event, but yah, thanks alot for the help