So last night my PC locked up on me and when it rebooted I noticed that one of my Dialogue options attached itself to EVERY SINGLE Detail object in my Budget. I now have over 1400 identical dialogue options in my editor and anytime I go to delete them the Foundry crashes.
Thanks. I figured out a fix, delete the corrupt duplicate map, remove the dialoged and re-duplicate then put the dialogue back in to each NPC afterwards.
[SIGPIC][/SIGPIC]
Character is what a man is in the dark
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xhritMember, Neverwinter Beta UsersPosts: 0Arc User
edited June 2013
Aye. It is total pain, but at least there is a workaround.
When i had this issue, i just deleted the one dialog that it repeated on every detail, rather than deleting every dialog from the map, then it duplicated just fine. I didn't have a lot of dialog to begin with though, not sure if that will work for everyone.
There is one workaround if you do not want to rewrite all that Contact dialogue.
Simply select all the NPC that have dialogue attached, CUT them from the map (ctrl-X) and paste them in a temporary map. This will transfer them with DIALOGUE ATTACHED to the new map.
Then duplicate the map. It will not create all the new dialogues.
Then move the NPC's back to their original map. (and copy them to the new map if you choose)
This method also keeps all patrols patterns in place relative to the NPC.
Note that if you have NPC's at different elevations, (as in a two story building) copy/cut and paste does not keep track of elevation, so you will have to re-enter the parameters.
Also the bug seems to not duplicate dialogue in the Story tab, only dialogue placed via Contact option. Which might explain why the zbkolde only had to do one.
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Feast of the Moon | Rising of the Dark | Shadow of the World | Everdark
Character is what a man is in the dark
Feast of the Moon | Rising of the Dark | Shadow of the World | Everdark
[UGC] Kolde Acres (Discontinued)
Simply select all the NPC that have dialogue attached, CUT them from the map (ctrl-X) and paste them in a temporary map. This will transfer them with DIALOGUE ATTACHED to the new map.
Then duplicate the map. It will not create all the new dialogues.
Then move the NPC's back to their original map. (and copy them to the new map if you choose)
This method also keeps all patrols patterns in place relative to the NPC.
Note that if you have NPC's at different elevations, (as in a two story building) copy/cut and paste does not keep track of elevation, so you will have to re-enter the parameters.
Also the bug seems to not duplicate dialogue in the Story tab, only dialogue placed via Contact option. Which might explain why the zbkolde only had to do one.