Dialog/override directory

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Archived from groups: alt.games.neverwinter-nights (More info?)

I have a friend who has JUST started the 3rd chapter of HotU. I
temporarily have private access to his computer and I've decided to play
a minor practical joke on him. To whit, I am inserting some truly
disturbing dialog into his initial conversation with the Sleeping Man.

Problem is, it's not working. Here's what I did:

I opened a copy of the the 3rd chapter of HotU in the Toolset and saved
it to "working.mod". Then I opened h3_sleepingman in the conversation
editor, made my changes, then saved both the conversation and the
module. I did not close the module. Then I copied the
h3_sleepingman.dlg file out of the temp directory into his override
directory. Then I closed up the toolset.

First I ran NWN and loaded working.mod. The changes worked perfectly.

However, they are not present when I load his saved game, nor if I start
a new legit game of chapter 3.

It was my understanding that scripts and dialogs in the override
directory would take precedence over the defaults. What am I doing wrong?
--
My NWN Work So Far: http://tinyurl.com/6xy2f
"Pits of red smoke and fog are usually bad."
- Tip from Doom3 Manual
 
Archived from groups: alt.games.neverwinter-nights (More info?)

everlast wrote:
> I have a friend who has JUST started the 3rd chapter of HotU. I
> temporarily have private access to his computer and I've decided to
> play a minor practical joke on him. To whit, I am inserting some
> truly disturbing dialog into his initial conversation with the
> Sleeping Man.
>
> Problem is, it's not working. Here's what I did:
>
> I opened a copy of the the 3rd chapter of HotU in the Toolset and
> saved it to "working.mod". Then I opened h3_sleepingman in the
> conversation editor, made my changes, then saved both the
> conversation and the
> module. I did not close the module. Then I copied the
> h3_sleepingman.dlg file out of the temp directory into his override
> directory. Then I closed up the toolset.
>
> First I ran NWN and loaded working.mod. The changes worked perfectly.

Hmm, I can't confirm that. I tried the same with a small test module: Opened
it with the toolset, made some changes into one of the conversations, saved
the .dlg file and copied it into the override folder. At last I closed the
module without saving it. When I start a new game with this module, the
original conversation starts - the override version is obviously ignored
completely. The same effect shows up when I install the Henchman AI - the
conversation files from the extension which are located in the override
folder are not used.

> However, they are not present when I load his saved game, nor if I
> start a new legit game of chapter 3.
>
> It was my understanding that scripts and dialogs in the override
> directory would take precedence over the defaults. What am I doing
> wrong?

For me it looks like the override system only works with scripts and 2da
files.

Hans
 
Archived from groups: alt.games.neverwinter-nights (More info?)

>> I have a friend who has JUST started the 3rd chapter of HotU. I
>> temporarily have private access to his computer and I've decided to
>> play a minor practical joke on him. To whit, I am inserting some
>> truly disturbing dialog into his initial conversation with the
>> Sleeping Man.

A save game uses its own data. If you update any data and load the save game
it has a copy of the old mod file attached so no changes will be seen in
game.

It is possible to extract a mod file from a save game. Rename the *.sav file
to *.mod and you have a mod file you can use in the toolkit.

Theoretically it should work the other way around. Open up his save game,
extract the sav file turn into mod file, make some changes, resave as *.sav
file, add back to save game file.

Tried this but its not working. Can't even see the altered savegame in the
list of saves. Deleted some old multiplay saves and the modified save is
gone as well.

You could try a bit of experimenting using this method just save his files
first : )

I've been experimenting with this today in the hope of adding a custom
scripted item (teleport to party leader) into a multiplayer save game but
its not working... yet.
 
Archived from groups: alt.games.neverwinter-nights (More info?)

everlast wrote:
> It was my understanding that scripts and dialogs in the override
> directory would take precedence over the defaults. What am I doing wrong?


/override only overrides resources *not* in the module file itself. Any
custom scripts, dialogues, item/placeable blueprints, etc. that are
contained in the actual module file are read from the module file and
not from /override. /override *only* works for information contained in
one of Bioware's .bif data files.

Here's the order in which the game searches for a script, dialogue or
blueprint:

Module file
Associated Haks
/override
Bioware default data files (.bif)

So, for example, one can override the HotU weaponsmith, because his
dialogue and scripts are default resources stored in the HotU .bif file.
Henchman dialogues are also usually contained in .bif files. Etc.
--
Barry Scott Will
Pyric RPG Publications
http://www.pyric.com/
 
Archived from groups: alt.games.neverwinter-nights (More info?)

Alistair Davis wrote:
> A save game uses its own data. If you update any data and load the save game
> it has a copy of the old mod file attached so no changes will be seen in
> game.


Except for NWN, SoU and HotU .nwm files, which are not saved complete to
the savegame folder.
--
Barry Scott Will
Pyric RPG Publications
http://www.pyric.com/