Mount & Blade: Warband

Mount & Blade: Warband

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spaceweezle 24 Aug, 2024 @ 3:31pm
How are dialogues linked to NPC's?
I can't find anything that defines which dialogues are unique to each character. In Conversations the dialogue strings appear to be applicable by anyone as there is no direct reference to who should have these options.

I'm trying to get it so I can recruit one of those travelling ransom broker NPC's as companion but can't figure out why adding further dialogues/strings to the ransom_broker set has no effect. I also tried simply replacing existing dialogues within in a set that should be applicable but doing that results in the topic disappearing altogether.

I thought for a moment that the prefix and its relative position in conversation dictated where it should be used and everything after that dictates the dialogue link and function, but amending either appears to have no effect.

I tried working with the following dialogue as its not particularly relevant:

dlga_ransom_broker_talk:ransom_broker_intro_2 69631 1200 0 Tell_me_about_what_you_do,_again? 1194 0 NO_VOICEOVER

However changing that, any which way, shows no results. The option is then omitted upon testing. I already have Dialogue states set up and use the code similar to what is used to recruit your spouse.

Something fundamentally wrong with my understanding of how this works.
Last edited by spaceweezle; 24 Aug, 2024 @ 3:32pm
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Showing 1-4 of 4 comments
gsstar 1 12 Nov, 2024 @ 8:56am 
I think you're going about this wrong. The two lines you show are compiled but not the source lines; you want to change the source and compile it. Look at module_dialogs.py from the native source. Every dialog has a natural next line given, possibly with more than one dialog line pointing to the same next line. You certainly could not recruit the ransom broker without heavy handed edits at module_dialogs.py You not only need to download the "Module System" source for native mod, which is at Taleworlds forum, but you also will install python 2.7 and copy your Native folder to some location outside Program Files (x86) tree so that Windows does not intercept Python compiling and block it because it isn't sure what Python is doing while in a DOS shell, for Win 8/10/11.

In my opinion it is about an hour of your time to set up the environment, find the module system, copy Native folder to some other path, edit file module_info.py to point the output to your new folder, and compile. I copy all of Warband and everything under it to a fresh folder/drive, then clip any mods I didn't want to rework, but that's just me.

I should mention it might be easier for you to transfer the ransom broker dialogs to your existing companions than to try to get a ransom broker to BE a companion. I will assume you simply want 24x7 access to a ransom broker. You could also consider adding ransom broker dialogs to something stationary like the tavern keepers at every town.
Last edited by gsstar; 12 Nov, 2024 @ 11:30pm
spaceweezle 12 Dec, 2024 @ 4:23am 
Originally posted by gsstar:

Thanks for the info on that. And apologies for the late reply. Phone and internet came back online.. Rough two months that was lol.

Originally posted by gsstar:
I think you're going about this wrong. The two lines you show are compiled but not the source lines;

I was thinking, if I can just pinpoint the compiled portion, I could then just reference an existing companion hire function and insert that into the Brokers set.

The issue with recompiling with source code is that I don't have access to the mods source code. The NPC in question is apparently using amended functions from the mod itself. The vanilla source would likely help, but I would have to parse that with the mods compiled code.

For the NPC, I don't need her to retain her Broker dialogues. Just really want this cool babe in my troop. Haven't been in-game since I posted this thread, so I am a little foggy on it.
gsstar 1 12 Dec, 2024 @ 5:37am 
without source it will be pretty much impossible, because dialogs have not only the next place where the response takes place but also a filter as to who can be at either side of the dialog. With source you can modify who listens and what they do when they want to apply some action kick started from dialog. For example I have a tavern keep offering to take prisoners off your hands. But this means I need to attach not just the dialog banter but a payload to call when delivering that text. It would be difficult to edit in Morghs, not so bad if editing at the source.
spaceweezle 12 Dec, 2024 @ 6:16am 
Originally posted by gsstar:
without source it will be pretty much impossible, because dialogs have not only the next place where the response takes place but also a filter as to who can be at either side of the dialog. With source you can modify who listens and what they do when they want to apply some action kick started from dialog. For example I have a tavern keep offering to take prisoners off your hands. But this means I need to attach not just the dialog banter but a payload to call when delivering that text. It would be difficult to edit in Morghs, not so bad if editing at the source.

Hmm, yeah it does sound quite impossible when you put it that way. I barely have a grasp on what I'm doing, And without the mod source I'm pretty screwed.

Really appreciate the info man. Cheers!
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