Stanlej95 Posted 3 hours ago Posted 3 hours ago Hi, I came across some problems with a module cloned from "101PER". I named my cloned module "pa1" and changed all relevant strings, ids and names to the new name. The game doesnt seem to properly find my custom .wav in "streamvoice/pa1", but they work if placed directly in "streamvoice/". Also bark bubbles doesn't appear even though the audio and lipsynch is playing, the text is missing. The .dlg is configured properly with no replies and conditional displaying of entries. Is it some conflict with the vanilla module? Do I have to manually add this new module to some in-engine database like specific .2da? Video Game Saves My custom npc works on original modules and the bark text is displaying. Maybe I'm missing something crucial with setting up such a cloned module? I edited .are and .ifo, .lyt, and .vis to match "pa1". The rooms and models inside .erf, .lyt and .vis are still named 101PERxxx instead of pa1xxxx if this is important. Warp commands, scripts e.g. patrol, animations, normal dialogues are working fine on the cloned module, but I suspect a conflict between the vanilla module "101PER". Quote
vault13deathclaw Posted 3 hours ago Posted 3 hours ago Bark bubbles require you to have some form of minimap for the module. So you need a file called "lbl_mappa1" in your override, probably lbl_map101PER just copied and renamed. Quote
Stanlej95 Posted 1 hour ago Author Posted 1 hour ago Thanks I'll check it out asap Does leaving models names (.mdl, .mdx, .wok) and rooms names in .lyt, .vis and .are with default 101PER prefix, even though my module tag and id is "PA1" can produce any other unpredictable behavior? Is manually copying the original module with MDLops and decompiling/editing/compiling binaries for each and every file, title etc. is overkill? Will Holocron clone suffice? Also why does the streamvoice folder gets ignored? Quote
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