May 15, 201510 yr Ok I have a problem with two character who have the same qualifiers but they have different dialogue options, and I really want to avoid combat in the one save where it is not an option. Both are showing unqualified interactions. Why can I not choose the benevolent option in the first pic? (I have 3 Benevolent) Does it make a difference that the one is on PotD? What I have with Nimblequick: What I have with Ulfin and should have and need with Nimblequick: How do I add savegames that are more than 1mb big? (Attach file limit) Here are the savegames http://www.sendspace.com/filegroup/PWkl2475eY2xWrU2%2FA1TyA Edited May 15, 201510 yr by Omnicron
May 15, 201510 yr You can upload it here https://www.sendspace.com/ More modding for PoE II | How to Work with Stringtables
May 16, 201510 yr Author Can I please get an indication whether this is a bug or somehow intended? The description of PoTD says nothing about conversation options disappearing.
May 16, 201510 yr Author OK on inspiration for another thread I found the conversation file C:\Program Files (x86)\Steam\SteamApps\common\Pillars of Eternity\PillarsOfEternity_Data\data\conversations\08_wilderness and the filename is 08_cv_leaden_key_ambush_01. I searched the file in notepad and found both the aggressive and benevolent checks as is demonstrated in my Ulfin savegame/screenshot. I do not know what to edit here myself and why it is still valid for the one char but not the other.... <FullName>Boolean DispositionGreaterOrEqual(Axis, Rank)</FullName> <Parameters> <string>Benevolent</string> <string>Rank2</string> </Parameters> <FullName>Boolean DispositionGreaterOrEqual(Axis, Rank)</FullName> <Parameters> <string>Aggressive</string> <string>Rank2</string> </Parameters> Edited May 16, 201510 yr by Omnicron
May 16, 201510 yr Both missing options needs the Prisson: Call to CanAddPrisoner() in <ExpressionComponent xsi:type="ConditionalCall"> very near to the Disposition Check you found. More modding for PoE II | How to Work with Stringtables
May 16, 201510 yr Author Both missing options needs the Prisson: Call to CanAddPrisoner() in <ExpressionComponent xsi:type="ConditionalCall"> very near to the Disposition Check you found. Thank you so much for going through the file for me. That worked. Built the dungeon and I could choose to let them go! What the heck though? Is that intended? (I understand the logic now but I did not even understand from the conversation that I was taking them prisoner...) Edited May 17, 201510 yr by Omnicron
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