I have a feeling you are out of luck.
If you edited the NPCs dialog and THEN created the Story Dialog, there is no way to unlink or relink the story dialog to the NPCs dialog.
The only thing you can do is open the NPCs dialog and hit ctrl-a to select-all, and ctrl-c to copy the text. go into the story dialog and ctrl-v paste it. Sucks if you do it in that order. Been a bug since before beta -- put in a bug report and maybe it'll get fixed one day.
Been a bug since before beta -- put in a bug report and maybe it'll get fixed one day.
It's not really a bug. It's a consequence of there being two similar but still different types of dialog in the game. Story dialog features success/failure states and different types of triggers than regular dialogs, which means they aren't directly compatible. Placing one into the other could lead to all kinds of problems.
Would it be nice to have a tool to help us convert between these two types of dialog? Certainly!
Fortunately, I had created the dialog in a text editor first, so I could recreate it reasonably easily. It would be great if a dialog could be associated with a story component or an NPC contact easily, though.
I've had it happen to me twice, and always because I didn't plan out what I was doing properly. A little planning goes a long way towards saving you from extra work in this toolset.
It really shouldn't be hard to do, it's just a matter of being able to stick a bunch of files in a folder and load them up in Foundry.
That may sound easy, but it's incredibly dangerous for a developer to allow. There's an absurd amount of things that could go wrong once you allow players to upload and interpret files on a remote server. This would become the ideal way for hackers to try and get access to Cryptic's servers. They could do something that only saves locally, but it's nowhere near easy. If it was easy they would have done it already.
It's not really a bug. It's a consequence of there being two similar but still different types of dialog in the game. Story dialog features success/failure states and different types of triggers than regular dialogs, which means they aren't directly compatible. Placing one into the other could lead to all kinds of problems.
Would it be nice to have a tool to help us convert between these two types of dialog? Certainly!
Are there any "warnings" or distinctions between Advanced Dialog Editing of Story Dialogs vs NPC Dialogs? No.
Is the UI different in some way in the advanced editor? No.
I understand the differences, but a typical user, let alone first time users get caught by this all the time.
If there were at least a notice/warning when starting to edit NPC dialog outside of an objective then I would not consider it a bug.
It may simply be a lack-of-notification bug, but to me, a UI bug is still a bug. :cool:
That may sound easy, but it's incredibly dangerous for a developer to allow. There's an absurd amount of things that could go wrong once you allow players to upload and interpret files on a remote server. This would become the ideal way for hackers to try and get access to Cryptic's servers. They could do something that only saves locally, but it's nowhere near easy. If it was easy they would have done it already.
Custom dialogues and costumes are already being saved specific to my account. I don't know if the Foundry maps / content / etc are saved locally as well as on Cryptic's servers, but any vulnerabilities based around having costumes, dialogues, and maps saved to my Foundry already exist. Whether the folder in question is sitting on their servers or locally doesn't really matter to me. (EDIT: Well, not much. I'd like offline Foundry editing, but that's pretty low on my wishlist and not what I was talking about.)
All I'm asking is that I be able to put in my customized content directly in some way while in another quest (or in the case of dialogs, even from the same quest). Like "Edit => Load dialogue => (Master list of dialogues in my Foundry content)." The customized content is already there, it's already tied to my account, I just have to do a lot of clicking and copying back and forth to copy the customized content from point A to point B where both point A and point B are already in their system.
To repeat, I'd like to be able to do this with maps, costumes, and dialogues (with dialogues currently in the unenviably bad position of not being able to copy/paste/move a dialogue within the same quest).
Foundry Quest: Breaking the Chain NW-DELOGH4IH
(Daily eligible! Could use more reviews. Largely complete.)
Is the UI different in some way in the advanced editor? No.
Actually, yes. If you see success/fail states, you're in a story dialog. If not, you're in a regular dialog. Success and failure states are always visible in story dialogs.
Also, objective dialogues have different prereqs available to them than contact dialogues.
The UI itself is actually physically different, and some options are physically not available. I don't have any screenshots to hand, but the omission of 'Hide line when' for objective dialogues had me confused as hell for a while when I was first starting out.
In fact, if you have a complex Contact dialogue tree that has multiple 'Hide prompt if' prereqs all over it, you'd have to manually figure out what to do with those before you could successfully convert it to an Objective dialogue.
(and no, enable/disable line isn't the same as 'hide')
Comments
If you edited the NPCs dialog and THEN created the Story Dialog, there is no way to unlink or relink the story dialog to the NPCs dialog.
The only thing you can do is open the NPCs dialog and hit ctrl-a to select-all, and ctrl-c to copy the text. go into the story dialog and ctrl-v paste it. Sucks if you do it in that order. Been a bug since before beta -- put in a bug report and maybe it'll get fixed one day.
Encounter Matrix | Advanced Foundry Topics
It's not really a bug. It's a consequence of there being two similar but still different types of dialog in the game. Story dialog features success/failure states and different types of triggers than regular dialogs, which means they aren't directly compatible. Placing one into the other could lead to all kinds of problems.
Would it be nice to have a tool to help us convert between these two types of dialog? Certainly!
Wicks and Things: NW-DI4FMZRR4 : The Fenwick merchant family has lost a caravan! Can you help?
Beggar's Hollow: NW-DR6YG4J2L : Someone, or something, has stolen away many of the Fenwicks' children! Can you find out what happened to them?
Into the Fen Wood: NW-DL89DRG7B : Enter the heart of the forest. Can you discover the secret of the Fen Wood?
Look, I'd like to be able to save, individually - and independently from quests -
-Customized costumes.
-Dialogues.
-Customized maps.
It really shouldn't be hard to do, it's just a matter of being able to stick a bunch of files in a folder and load them up in Foundry.
(Daily eligible! Could use more reviews. Largely complete.)
That may sound easy, but it's incredibly dangerous for a developer to allow. There's an absurd amount of things that could go wrong once you allow players to upload and interpret files on a remote server. This would become the ideal way for hackers to try and get access to Cryptic's servers. They could do something that only saves locally, but it's nowhere near easy. If it was easy they would have done it already.
Are there any "warnings" or distinctions between Advanced Dialog Editing of Story Dialogs vs NPC Dialogs? No.
Is the UI different in some way in the advanced editor? No.
I understand the differences, but a typical user, let alone first time users get caught by this all the time.
If there were at least a notice/warning when starting to edit NPC dialog outside of an objective then I would not consider it a bug.
It may simply be a lack-of-notification bug, but to me, a UI bug is still a bug. :cool:
Encounter Matrix | Advanced Foundry Topics
All I'm asking is that I be able to put in my customized content directly in some way while in another quest (or in the case of dialogs, even from the same quest). Like "Edit => Load dialogue => (Master list of dialogues in my Foundry content)." The customized content is already there, it's already tied to my account, I just have to do a lot of clicking and copying back and forth to copy the customized content from point A to point B where both point A and point B are already in their system.
To repeat, I'd like to be able to do this with maps, costumes, and dialogues (with dialogues currently in the unenviably bad position of not being able to copy/paste/move a dialogue within the same quest).
(Daily eligible! Could use more reviews. Largely complete.)
http://www.crypticar.com
...looks to be dead, however.
Encounter Matrix | Advanced Foundry Topics
Actually, yes. If you see success/fail states, you're in a story dialog. If not, you're in a regular dialog. Success and failure states are always visible in story dialogs.
The UI itself is actually physically different, and some options are physically not available. I don't have any screenshots to hand, but the omission of 'Hide line when' for objective dialogues had me confused as hell for a while when I was first starting out.
In fact, if you have a complex Contact dialogue tree that has multiple 'Hide prompt if' prereqs all over it, you'd have to manually figure out what to do with those before you could successfully convert it to an Objective dialogue.
(and no, enable/disable line isn't the same as 'hide')