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There will be one more short part to this stuff and I'll include a copy of the finished Mod for you to play around with
 
We've still done nothing that changes the game - let's do something about that!
 
As I said right at the start we're now going to alter, fundimentally, how the game works. There is only one way to do this, and yes, I've explored every override way I can think of (instructions are bugged)
 
What we're going to do next is NOT for release as a MOD - it is, however, an extremely useful experiment for us Modders
 
In your mod directory create conversations/09_port_maje/09_cv_dawnstars_priestess.conversationbundle
 
Note that this goes at the same directory level as design and localized - it does NOT belong in design (as you may expect)
 
Now go through Waenglith's Questions - you're looking for one with "Farewell." in the list - there are two ways to get to this depenfing on whether you've latkked to her before
 
Referencing this text against 09_cv_dawnstars_priestess.stringtable you can see it's ID 24
 
We're looking for "NodeID": 24, as that's where we're going to patch in a Shop + Parrot
 
If you don't want to use Dead Parrot use anything else e.g. ITEM_PET_FlameNagaHatchling is 123bfda8-0639-4a68-bb59-3107a0e692d3
 
Lets fund "NodeID": 24,
 
You'll see we have
================================================================

{
"$type": "OEIFormats.FlowCharts.Conversations.PlayerResponseNode, OEIFormats",
"NotSkippable": false,
"IsQuestionNode": false,
"HideSpeaker": false,
"IsTempText": false,
"PlayVOAs3DSound": false,
"PlayType": 0,
"Persistence": 3,
"NoPlayRandomWeight": 0,
"VOPositioning": 0,
"DisplayType": 1,
"NodeID": 24,
"ContainerNodeID": -1,
"Links": [],
"ClassExtender": {
"ExtendedProperties": [
"SpeakerAnimation,0",
"ListenerAnimation,0",
"DoNotClearText,False",
"FocusedSpeaker,",
"VOEventOverride,None"
]
},
"Conditionals": {
"Operator": 0,
"Components": []
},
"OnEnterScripts": [],
"OnExitScripts": [],
"OnUpdateScripts": []
},
 

 

================================================================
Copy that node
 
Now, we need to insert our new nodes, these relate directly to our altered StringTable
 
You'll remember the node before our new ones was 72
 
Search fpr "NodeID": 72, then look for the end of that object
 
It's followed by
 
================================================================
{
"$type": "OEIFormats.FlowCharts.Conversations.ScriptNode, OEIFormats",
"RequiresValidChildNode": false,
================================================================
 
After Node 72's closing }, paste node #24 in twice
 
For our fresh nodes we want to change "NodeID": 24, to 106 + 107 as they pick the text up from our StringTable
 
We've now got two dead nodes that will result in a dialogue option then quit (that's why we took links out)
 
This has created an unused two convo nodes - let's go activate them
 
Search for "ToNodeID": 24,
 
We're going to pit out new nodes in directly before the farewell node (#24) - there are two places this needs to be done as node #24 is part of two dialogue trees so we may as well do them both
 
The section with the "ToNodeID": 24 looks like this
 
================================================================
{
"$type": "OEIFormats.FlowCharts.Conversations.DialogueLink, OEIFormats",
"RandomWeight": 1,
"PlayQuestionNodeVO": true,
"QuestionNodeTextDisplay": 0,
"FromNodeID": 3,
"ToNodeID": 24,
"PointsToGhost": false,
"Conditionals": {
"Operator": 0,
"Components": []
},
"ClassExtender": {
"ExtendedProperties": []
}
}
================================================================
 
Paste in the above twice and add a comma to the after the last } in each new object
 
We're looking to have this inserted
 
================================================================
{
"$type": "OEIFormats.FlowCharts.Conversations.DialogueLink, OEIFormats",
"RandomWeight": 1,
"PlayQuestionNodeVO": true,
"QuestionNodeTextDisplay": 0,
"FromNodeID": 3,
"ToNodeID": 106,
"PointsToGhost": false,
"Conditionals": {
"Operator": 0,
"Components": []
},
"ClassExtender": {
"ExtendedProperties": []
}
},
{
"$type": "OEIFormats.FlowCharts.Conversations.DialogueLink, OEIFormats",
"RandomWeight": 1,
"PlayQuestionNodeVO": true,
"QuestionNodeTextDisplay": 0,
"FromNodeID": 3,
"ToNodeID": 107,
"PointsToGhost": false,
"Conditionals": {
"Operator": 0,
"Components": []
},
"ClassExtender": {
"ExtendedProperties": []
}
},
================================================================
 
Repeat this for the other "ToNodeID": 24, - make sure you're not doing the same one!
 
Save this, make sure you're completely out of POE2 - not at menu, at Desktop
 
Start up POE2 with your new mod and go see Waenglith - you should have the two new questions in the conversation (they'll just exit at the moment)
 
Next session (last one, and it's nice + short) I'll show you how to make these dead nodes do something cool
 
  • Like 2

OK Fair warning has been applied

 

I'm gonna move the domain to https://perspak.com early Feb but will keep all content

 

There are reasons behind this move which basically boil down to unifying my release schedule

 

My friends are welcome to play (I'll set you up your own areas if you desire them)

 

Please note that this process is messy so may take a few weeks 

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