Sparrow Another tutorial, aren't you all lucky?
Here's all the things you'll need to get making some beautiful dialogue!
- Lucas' RCF Explorer - For getting the scripts needed.
- Lu
Another tutorial, aren't you all lucky?
Here's all the things you'll need to get making some beautiful dialogue!
- Lucas' RCF Explorer - For getting the scripts needed.
- Lucas' RSD Converter - For adding the sounds. (OggVorbisSupport negates the need for this)
- A file editor (e.g. Notepad or even better Notepad++)
- An audio editor for assuring your file is the right type. I use Audacity.
- Your actual sound file
- Your mod
Notes/Discoveries
- Conversations cannot exceed 9 lines. If you do exceed this limit, then it will play line 10+ first and follow it with the first 9 lines.
Credit to Mike for this
Before I start, on another thread, Jake posted an example mod to show the structure, I'm going to post it here because it can be helpful to actually look through.
Mod Download
I'd like to thank Jake for putting this in a thread I found as a newbie, and also me for somehow working it out.
So today I'm making an official tutorial for dialog. Now dialog has quite a few uses. It can make the story flow and can also help when you want to add it to a driver that hasn't got any, for example, Moe in Housewife Duties.
Just a word of warning, dialog can get annoying and absolutely frustrating at times, but keep with it, as it can make a mod! I know for a fact that dialog was like "huh" when I first saw it, but now I can do it with my eyes closed.
First of all, we need to set up some paths in your mod.
\CustomFiles\conversations
\CustomFiles\sound\scripts
Now we need a lovely file called dialog.spt, oh how we love the script.rcf file. This file is contained in the root game's folder. The file can be opened using Lucas' RCF explorer.

The script file is used to tell the game what dialog to find, how many pieces of dialog there are and what they are used for, but we can go more into that later on!
Get the file, open it and find a file called dialog.spt, right click and extract!

Put this file in the \CustomFiles\sound\scripts folder you made earlier on. Leave this file for now, we'll need it later on, though.
Dialog. It can be used in so many ways, but here I am going to teach you it in the sense of a conversation. Let's take a piece of example dialog naming that is used in Housewife Duties.
C_strange_1_convinit_Mrg_L1M1
Now let's pick this apart.
C = This tells the game what it's used for, here I am assuming it's standing for "conversation"
strange = This is the name of the dialog, here I used strange because it reminds me what the dialog is for.
1 = This here tells the game the order of the dialog and also the amount. Limits above.
convinit = This is telling the game that this is part of a player-NPC dialog, this part can have another use, which I'll tell you later.
Mrg = This is the character code, here I used Mrg to stand for - you guessed it - Marge. There are loads, with credit to Jake, I'm going to post the character codes on dropbox.
Here (Jake did say that he was going to do documentation on this at one point, so if it does come out, I will replace the link)
L1M1 = This tells the game the level and mission that the dialog is used in, pretty straightforward here.
To actually get a dialog file, you need to extract one from dialog.rcf, also in the root game folder. Go into the file and go to conversations, extract a file (You can use the file name as a template) and put this file in the \CustomFiles\conversations folder you made earlier.
