Difference between revisions of "Fixing the AddTopic Bug"

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12 bytes removed ,  21:12, 20 February 2007
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# Open the affected mod in the CS.
# Open the affected mod in the CS.
# Go to the Characters => Filtered Dialogue menu.
# Go to the Characters => Filtered Dialogue menu.
# Select GREETINGS (which will have an * asterisk after it, indicating that it has been changed by the mod).
# Select GREETINGS (which will have an * asterisk after it, indicating that it has been changed by the mod).
# Scroll down the GREETINGS list and look for the dialogue topics that have a * asterisk before the dialogue in the upper section of the window-- so you'll see a topic name in the first column and "* Whatever the NPC actually says" in the second column, and select the first of these dialogue lines.
# Scroll down the GREETINGS list and look for the dialogue topics that have a * asterisk before the dialogue in the upper section of the window-- so you'll see a topic name in the first column and "* Whatever the NPC actually says" in the second column, and select the first of these dialogue lines.
# In the rightmost box in the lower half of the window when you have selected an individual topic, you should see one or more topics listed in the box labeled "Add Topics". These are the problem, or rather these are the uses of the bugged function of the engine-- if another mod loads after this one that also changes GREETINGS (whether the second mod itself AddsTopics or not), these topics will not be loaded correctly, resulting in a broken mod. What you need to do is move these topics one box to the left, to the Result Script, so that they will be added, no matter what. It's real easy.
# In the rightmost box in the lower half of the window when you have selected an individual topic, you should see one or more topics listed in the box labeled "Add Topics". These are the problem, or rather these are the uses of the bugged function of the engine-- if another mod loads after this one that also changes GREETINGS (whether the second mod itself AddsTopics or not), these topics will not be loaded correctly, resulting in a broken mod. What you need to do is move these topics one box to the left, to the Result Script, so that they will be added, no matter what. It's real easy.
# Point your mouse cursor at the first topic in the Add Topics box, so you can see the tooltip that tells you the name of the topic (you can't extend the box or make the columns wider, so this is the only way to see the full name).
# Point your mouse cursor at the first topic in the Add Topics box, so you can see the tooltip that tells you the name of the topic (you can't extend the box or make the columns wider, so this is the only way to see the full name).
# Then click on the end of the last line in the Result Script box to get a text cursor, and hit Enter to start a new line if necessary, then type:
# Then click on the end of the last line in the Result Script box to get a text cursor, and hit Enter to start a new line if necessary, then type:
 
:::AddTopic <name of the topic you just noted>
  AddTopic <name of the topic you just noted>
::There is no space between "Add" and "Topic" (the command the game recognizes is AddTopic not "Add Topic"), and capititalization of the A in Add and the T in Topic may not be required, but then again it may, so just do it, to be safe.
 
:There is no space between "Add" and "Topic" (the command the game recognizes is AddTopic not "Add Topic"), and capititalization of the A in Add and the T in Topic may not be required, but then again it may, so just do it, to be safe.
 
# If this is the only topic added for that particular line of dialogue, then click the "Compile" button next to the Result Script. If multiple topics are added, then add them to the Result Script, one to a line, as before, then click the Compile button. If you get an error saying that the topic is not recognized, you've spelled the topic name wrong; point your mouse cursor at the topic in the Add Topics box again and correct.
# If this is the only topic added for that particular line of dialogue, then click the "Compile" button next to the Result Script. If multiple topics are added, then add them to the Result Script, one to a line, as before, then click the Compile button. If you get an error saying that the topic is not recognized, you've spelled the topic name wrong; point your mouse cursor at the topic in the Add Topics box again and correct.
# When the Result Script compiles successfully, select each topic in the Add Topics box, right-click and choose "Remove" (or Delete, whatever it says, just "the selection that gets rid of the entry" smile.gif), until the Add Topics box is empty.
# When the Result Script compiles successfully, select each topic in the Add Topics box, right-click and choose "Remove" (or Delete, whatever it says, just "the selection that gets rid of the entry" smile.gif), until the Add Topics box is empty.
# Repeat for all GREETINGS dialogs changed by this mod that use the Add Topics box.
# Repeat for all GREETINGS dialogs changed by this mod that use the Add Topics box.
# SAVE THE EDITED PLUGIN.
# SAVE THE EDITED PLUGIN.
# That's it; you've fixed the GREETINGS/AddTopics box bug for your copy of that mod, and may now load it anywhere in the load order and it will work fine.  
# That's it; you've fixed the GREETINGS/AddTopics box bug for your copy of that mod, and may now load it anywhere in the load order and it will work fine.  


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