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Advice for ConEdit

PostPosted: Tue Jan 05, 10 10:13 pm
by Spiderbot01
[Could be a prudent sticky]

Hey guys, I've been using conEdit a lot recently and have found something purely by chance.

While trying a map out, some conversations would work perfectly, and once that was finished their barks did too. However, the occasional one refused to work, with only the barks appearing.

It turned out, for some reason if you NAME the conversation for a NPC's barks with a higher alphebetical letter, e.g. 'PaulBarks' rather than 'ZPaulConversation', the game will just cycle through the barks, as if the conversation never existed.

So whenever working with an NPC with both conversation AND barks, make sure you make the conversation name for the actual conversations for that NPC alphabetically higher than its barks.

I don't know if this is an obvious thing for people, so if so, I apologise, but it was something I discovered only when I noticed the pattern of the alphabet!

PostPosted: Tue Jan 05, 10 11:01 pm
by MainMan
omg beighb u genius

PostPosted: Wed Jan 06, 10 12:20 am
by Spiderbot01
MainMan wrote:omg beighb u genius


To be fair, I think it would be a more likely assumption that the engine puts proper conversations before barks rather than conversations alphabetically where flags aren't involved.

PostPosted: Wed Jan 06, 10 12:28 am
by MainMan
True, but to be fair I haven't done any Conversation-related modding, so I'm just talking out of my arse. What are you making anyway?