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Glub

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About Glub

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    France
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    Video games, drawing, sleeping
  1. @Kvellen Hey ! Thank you for your reply I'm not into PoE lately and not working on my mod since then, but when I feel like it again, I'll try what you suggested
  2. @Kvellen Yeah, I had tested this on an existing conversation and I have just tested it on a new one, I can confirm that it also works very well. Thank you! Now I'm trying to create a new companion without success so far. I've tried to make Waidwen a companion by using what already exists on him and adding some data from Edér but it doesn't seem to be working. Basically, in lax2_characters.gamedatabundle, I added some stuff to LAX02_CHA_02_Waidwen (I can't remember what exactly, I'll have to check the backup) and I created 'CompanionWaidwen' with the same data as 'CompanionEder' (which is in characters.gamedatabundle) and new IDs where needed. For the prefabs, I took the ones you can find from Waidwen (assets/prefabs/characters/lax02_poe2_npcs/lax02_npc_02_wandering_soul_waidwen.prefab) What am I doing wrong? Is there something missing? Can someone help me? ^^'
  3. Hey! Didn't manage to find how to make audio files work other way yet. But, about dialogues, Nonq's solution worked well! Vatnir has now a hub conversation with more than 100 entries \0/ Now I've reached the point in the mod where I'd like to try to make Waidwen a companion. Before I start, I'd like to know if it's even possible? I came across a post where someone explained that it was possible to create a new companion from an existing NPC but without any more details. I'll look a little on my side but if someone has info, I'll take it.
  4. This seems to work, thank you!! Gonna make more dialogues and tests but the new convo is taken into account and appears in the game Quick question: Is it possible to add audio files (voice files to be exact) via override? I have a feeling it doesn't work. =/
  5. Hi everyone ! First of all, sorry for my bad english, french here =) At first I wanted to make a romance mod for Vatnir but with suggestions from people on Tumblr (and because I realized that I love modding), I decided to push the project further by extending the Beast of Winter DLC. So far, I've managed to get by, to understand logically how dialogs, nodes, variables work, how to add stuff to what already exists, how to put it all properly in an override folder. I even managed to create a passive effect to add to the player after a certain event (I thank all the people in this forum who took the time to explain how to do all these things, it clearly helped me!). I still have a lot of work to do but I'm stuck on one thing: adding a brand new dialogue. Even if I followed the few infos I could find on this subject, I didn't succeed (and I admit I don't want to spend days testing. It was fun at the beginning but now I just want to move forward on this project). Here's what I'm trying to do: I'd like to create a hub dialog for Vatnir like the other companions that is in a separate file (so a new dialog). The problem is that no matter what I do, when I talk to him in the game, the harbinger_leader dialog starts (the file where his main conversations are in the vanilla game). How do I make the game understand that I'd like it to start another one? I hope this is understandable ^^'
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