Dialogue system is still a pain to use. Instead of slowly reading the slow text speed given to me, I now have two awkward options: 1. read the dialogue text at whatever speed is given to me 2. use the 'click to show text' button, which ends up skipping the sequence after some random amount of time, which results in me not being able to read the text I feel my request to fix dialogue was misunderstood, so I'll clarify.... I DO NOT want the game to control my reading of the dialogue. I want to read the dialogue at my own pace. The game should not attempt to move the dialogue forward under any circumstances. If I for some reason want to afk for 1 hour in the middle of dialogue, I should be able to do so. This assumption that I have either slow reading or fast reading speed is just a frustration and makes the entire system not accessible for a lot of people (especially those who are not fluent in the localized language). Please in future patches correct this by making the dialogue system not 'automated' in this sense.
OMG this is so true! But even worse was the disastrous finale when every OP Zirax drone on the moon instantly spawns in, within seconds destoying my SV core and many vital components, leaving me completely unable to deal with bombers from Zirax hell.... yeah I got involved way too early in game lmao. But seriously way too much text & waffle. As an Aussie who speaks the Queens English, the text needs plenty of work structurally & grammatically, obviously remembering that we are seeing the first iterations of an element that will be refined over time plus you guys at Eleon usually speak a different lingo & English isn't your normal. Pausing the game while reading open dialogues would be a good move, or at least being able to speed read through the entire dialogue all at once AND having that dialogue able to be reread via the PDA in relative oxygen rich safety. Still have events being triggered from the console though as that's part of the experience.
All dialogues relevant to history or missions must be registered in the PDA. Please! Todos los dialogos relevantes a la historia o misiones, deben ser registradas en el PDA. Por favor!
Sorry. Maybe I'm not reading well. Maybe I don't know how to do it. How can I re-read the dialogues? Suppose I was attacked while reading the console and running away. I manage to get on my SV and walk away. How do I reread the dialogues without putting myself in danger again? Perdón. Quizas yo no estoy leyendo bien. Quizas no se como hacerlo. ¿Cómo puedo volver a leer los diálogos? Supongamos que fuí atacado mientras leo la consola y huyo del lugar. Logro subir a mi SV y me alejo. ¿Cómo vuelvo a leer los diálogos sin volver a ponerme en peligro?
You can't yet. The word "todo" means, that this option is on a list, what they have "to do" in the future
Would be much easier if they just fixed their current dialogue system to not move forward by itself. This is honestly the better solution.
It should be registered in the PDA. If I'm doing a search and for some reason lose my way, or spend days without going back to the game, I should be able to pick up the data from the PDA to orient myself or pick up what I was doing since I left the game. Debería quedar registrado en el PDA. Si estoy haciendo una búsqueda y por alguna razón pierdo el camino, o paso días sin volver al juego, debo poder retomar los datos desde el PDA para orientarme o retomar lo que estaba haciendo desde que dejé el juego.
I don't want it to get stuck personally. The pause could be a little longer at the end of a page of text, but not stop. Perhaps you could have a button to stop the text if you want.
Unfortunately the dialogues and missions are still broken. Either the yellow mission markers do not appear, or they are not taken as checked once done. They should be completely repaired before moving on to the new Version 1.0 nomenclature Lastimosamente los diálogos y misiones siguen rotos. O no aparecen los marcadores amarillos de misión, o no se dan por cumplidos una vez echos. Deberían estar completamente reparados antes de pasar a la nueva nomenclatura de Versión 1.0
I was recently looking at using the dialog system as an interface to an active crew NPC mod (a navigator) but the current hooks don't make it workable. If the modal dialogs for controlling turrets, setting course, turning shields on/off, etc etc were abstracted so that they loaded the parametric data into a command that was passed to the console CLI as opposed to directly invoking the action methods it would greatly increase the flexibility of scripting and creating canned command sequences. It would also make it easier to script test automation.
I'm sorry, I'm trying to add custom Dialog too but I can't seem to figure out how to assign it to an NPC. Is there a trick or something I don't know about? I haven't done any modding of this game before. Would appreciate the help. Thanks
Hello, guys. I think I'm going insane trying to make a variable persist when I leave a dialogue and then start it again. Does anyone know how I can make a variable be forever declared even when the player logged off? I'm trying to save mission states but once I leave the dialogue, any variable resets to 0 or empty. I tried "dbplayer_int", "dbstate_int" and even "dbglobal_int". I'm guessing "dbplayer_int" would be the right choice as each player would have his own state/scope. Does anyone know how to do that properly? I appreciate any help.
dbplayer_int or dbstate_int would both work for this. Player is tied to the player and can be accessed across different dialogues. State is set on a per-dialog basis, so it would only be able to be accessed in that specific dialog. You can see examples in the Dialogues.ecf file, or the Dialogues-config-and-examples.txt file. For example from the { +Dialogue Name: TC_Start in the default game files. Make sure you define your variables at the start like so: Variable_1: "FoodCounter", param1: int Variable_2: "TalkCount", param1: dbstate_int Variable_3: "PlayerTalkExp", param1: dbplayer_int Variable_4: "GlobalVar", param1: dbglobal_int Then to set it just do something like: Execute_1: "TalkCount = TalkCount + 1" That will save that variable and you can then access it later in the same dialog or a different one. In my experience it should persist throughout the save game. I also recommend learning to use the web tool, which has a lot more explanations and examples: https://empyriononline.com/threads/tool-ewcct-empyrion-web-config-creator-tool.92853/ If you're still stuck you can post the relevant parts of your dialog here or PM me and I can take a look and try to see what's going wrong.
Thanks a lot for the valuable information, @ravien_ff. I learned a lot from Project Eden configs. And after a lot of testing I finally found out what was wrong. The variables must be declared in the root dialogue, the top one linked to the NPC. If I have an option that calls a new dialogue and then declare my variable in a child dialogue then it will be overwritten every time. Now it's working like a charm. Thanks a lot!