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Unnecessary dialogue for generic Hidden Bek NPCs #801

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N-DReW2020 opened this issue Jun 6, 2024 · 1 comment
Open

Unnecessary dialogue for generic Hidden Bek NPCs #801

N-DReW2020 opened this issue Jun 6, 2024 · 1 comment
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Minor Issue Aesthetic issue or other problem that isn't really a bug Module: Taris Issue occurs primarily on Taris Type: Conversation This issue is a DLG-specific bug/error

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@N-DReW2020
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Throughout the game, generic background NPCs like Commoners have what I believe are called "Barking" dialogue. You click on an NPC and a text bubble appears above their head as a "Barking" line is spoken. This sort of dialogue doesn't start a proper "dialogue" with the NPC.

The generic Hidden Bek NPCs who populate the Hidden Bek Base who wonder around the room aimlessly aren't like this. You click on the Hidden Bek NPC and a proper dialogue will fire with these NPCs despite them only saying a single line, at the end of these dialogues with the Hidden Bek NPCs every other Hidden Bek NPC who was walking in the module will come to a stop before the NPC you spoke to starts walking again.

I think the proper fix for this would be to convert all of their single line dialogues into the proper barking dialogues so that a proper dialogue isn't initated.

@DarthParametric
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Looks like they are probably intended to for most of them, but the first branch has two entries. That might break the rest of the DLG, preventing the other branches from firing as bark bubbles. You'd probably have to split the first branches into two separate one line branches to have it work.

@JCarter426 JCarter426 added Module: Taris Issue occurs primarily on Taris Type: Conversation This issue is a DLG-specific bug/error Minor Issue Aesthetic issue or other problem that isn't really a bug labels Jun 16, 2024
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Labels
Minor Issue Aesthetic issue or other problem that isn't really a bug Module: Taris Issue occurs primarily on Taris Type: Conversation This issue is a DLG-specific bug/error
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