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e-varmint

Creating TSLRCM-Compatible Mods

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I'm working on a mod where I need to trigger scripts via dialogs throughout the game. I want to make this compatible with TLSRCM. Do you have a list of dialogs that were updated in this mod?

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No, and even if we had it would be huge.

(Although I suppose getting the "source" would include all .dlg's. Although it's not hosted ATM for 1.6a)

 

You'd be better off extracting them from the .mod files and then modify those. Most fixes *are* standalone, although more complex (like party) may need parts of TSLRCM... depends on what you want to do.

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I'm going to add an additional line with a script trigger. Something like:

 

[bothan Data Ripper] The BDR has detected encrypted data on (the NPC name)'s datapad that matches the criteria that you programmed earlier. Data has automatically been ripped to a micropad.

 

A script then triggers which gives the PC a datapad

 

and/or

 

[stealth] You steal (NPC Name)'s (item) whike (he/she) is distracted by the conversation. It will probably be hours before they notice it missing.

 

The script gives the PC the stolen item.

 

Edit: Would you grant me permission to use the TSLRCM dialogs for my mod? I would greatly appreciate it, and would provide proper credit.

Edited by e-varmint

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If it's entirely new dialog there is no reason it should conflict.

 

If you want to add to old dialogue, and happen to use ones we tweaked you really shouldn't ask me, ask Stoney about that.

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I PM'd Stoney with my request.

 

I could always use door "on opens" to trigger my scripts, but my mod will be far less interesting that way.

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I'll also try by this weekend to put the source scripts together and upload them to be more help to others as well.

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