Seeking in-game conversations... - by jtr7
jtr7 on 1/12/2008 at 17:18
He's an alcoholic City Watchman, extorting a tavern for booze. He has a little nook to himself. You can steal the bottle for loot. Remember now? :D
The reason he became the example I used is because, if you knock him out, then try to read his journal later, it'll trigger a non-existent Book text and an error will pop up in-game, saying OQ_HauknorReformed not found, suggesting getting blackjacked originally made him realise the error of his ways, but that file was deleted, and is no more. Here's more than you ever wanted to know:
OQhauknorjounal: "Diary of R. Hauknor
Tuesday
The whole thing's running smoother than I could have hoped. Every night I show up, they hand over the stuff. I'm happy, and them? Well, they get to stay in business. It's a sweet arrangement, and the best part is, I'm the sole beneficiary of the deal. Don't have to add it to the City Watch pool - 'cause they don't know about it. See, it takes real brains to pull off a good profitable scam. And if nothing else, I got real brains.
Wednesday
I was just thinking to myself, why not drink a little of the stuff? Say, every third bottle or so. Won't cut in to my profits too much, and besides, I'd just end up spending the dough on liquor anyway. See, now that's real brains again. Probably just saved myself a bunch of coin."
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OQHauknorTavern_001000, m14c010: (Trying to be pleasant) "Evenin', Officer Hauknor...how's the--?"
OQHauknorTavern_002000, m14c0102: "Save your hellos for someone who cares. I'm here for just one reason. Now, where's my bottle?"
OQHauknorTavern_003000, m14c0103: "We had it delivered to the guard station for you. An extra fancy bottle today."
OQHauknorTavern_004000, m14c0104: "I didn't ask for your opinion. And tomorrow make it cognac--gold label. And less talk. We don't need to announce these transactions."
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CitySectionObjectives_046500/044312: "Hauknor, a City Watch guard, is extorting the Old Quarter tavern for an expensive bottle of wine every night."
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Flags:
OQ_Conv Hauknor Over
OQ_Hawknor Quest
OQ_Hawknor Unconscious
OQ_Hawknor Book Read
OQ_Hawknor Dead
Beleg Cúthalion on 1/12/2008 at 22:07
Ah, thanks. Yes, I remember the journal. Old Quarter, isn't it?
(One more TDS thing hardly recognized :p)
jtr7 on 1/12/2008 at 22:36
That's okay. There's still no end in sight for all the treasures Thief holds.
jtr7 on 1/5/2009 at 02:54
More questions:
If a conversation is not listed in the TriggerScripts, does that mean it cannot be heard in-game, ever?
Corollary: Can a conversation or custom_speech AI barks be triggered another way that wouldn't get listed in the TriggerScripts?
Also, I can find no evidence yet for Difficulty settings having an impact on readables and conversations at all, when I'm looking for readables that might change locations on different settings. It would be interesting trivia and a lot less work if all in-game conversations were available and at the same locations at all difficulty settings. I know there are more and less detailed texts, so that will be more work.
Beleg Cúthalion on 1/5/2009 at 07:01
Every object can have an "outofworld" property under Properties\Advanced\ or something. If it's true from the beginning, the object isn't there. If it has a script changing it, you should see it in the script browser (go to the attatched scripts and klick one of them and then "..." to open the script in the browser). Any CONDITION referring to a GlobalInteger called "currdifficulty*" (don't know the complete name) checks the difficulty level (0=easy... 3=expert). However, there is no difficulty level for the City sections in which most objects are placed or deleted by scripts.
There might be another way to delete readables which you can see by checking if the readable actor has any links to something (right click, show actor links). If you have found the type ("flavour") of the link, you can select it in the link menu (in the symbol bar, right click on the two red balls connected) and all of a sudden all links of that flavour appear on the screen which makes tracing more easy. I'm telling you this because I think there are some scripts working like "IF ... THEN delete any actors at the end of TriggerScriptLink" ...and you wouldn't notice that by looking into the scripts attatched to the actor itself.
The official (
http://www.ttlg.com/dave/t3ed/t3edsetup.html) T3 setup file mentions AFAIK two ways of starting a conversation but I haven't dealt with that issue yet. Heck, I think there's not even a tutorial on doing conversations (left aside that half of the wiki is still down).
jtr7 on 1/5/2009 at 08:23
Thanks again. Doing a search on the T3 folder (before I fire up T3Ed) for the word "difficult" and then "diff" brought up Ints.txt, and contained "dif_currdifficulty", but it doesn't make sense in that context without comparing it to how the data's presented in T3Ed.
So far, for the two Pagan intro maps, these are either unused or unaccounted for:
gar0301
gar0304
m3v01
m3v02
m3v03
m3v07
m3v08
I've gone through the TriggerScripts folder and browser, the Actor Browser, the Conversation Editor, and the DifficultyInfo, but only for the Pagan intro maps, as this was my intro to many of those browser sections.
Beleg Cúthalion on 1/5/2009 at 08:39
GlobalInts are basically defined slots for storing numbers (in this case from 0 to 3), similar in handling to Flags which store true/false information. GlobalInts for instance save the pro/contra Pagan/Hammerite actions of the player (increased by slaying undead or shooting cornerstones etc.). Flags for example declare whether the player "Has climbing gloves" or "HasDyanAmulet".
You've already had a look at the files in Sounds\schemas\conversatons\, haven't you? Don't know right now if these are the only ones used in the game since they have defined schemas.
massimilianogoi on 1/5/2009 at 16:13
Quote Posted by jtr7
More questions:
If a conversation is not listed in the TriggerScripts, does that mean it
cannot be heard in-game, ever?
False: there are some conversations that are based on how many distance you have from the actors. A clear example of this is the two guards speaking about wounds at Auldale. There's a parameter in the conversation browser, as far as I remember, that indicates how many distance you have to make the conversation started. And I think it requires no scripts.
jtr7 on 1/5/2009 at 22:41
Good to know. Thanks.
More work.:laff::sweat: