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Kyrah Abattoir

9
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A member registered Jan 23, 2019

Recent community posts

Oh I must have missed this! Sorry about that.

By making the jump optional, I mean, something like this:

[["Option 1"],["Option 2"]]

Where the destination the choice lead to is omitted.

Effectively, the player is presented with 1 or more reply choices, but omitting the target conversation makes the conversation continue to the next line in the same conversation.

Woah thank you for the fast & detailed response, I'll try to make good use of it.

For point n°2, I really like the choice format, would it be possible to make the conversation jump argument optional?

As a future addition, would it be possible to have some sort of variable eval within text messages? Just so that dynamic texts that rely on a variable content can be taken in account by the phone conversations? Something like "character: Oh hello %firstname%, today is %current_day%.

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I've played with this most yesterday, and I'm really impressed with how well it actually works. I however have a few questions:

1. Is there a convenient way to create a "finished" conversation for a contact without using a large block of "kps_send_message_to_phone"? For example: A love interest's text history is used as a bit of a lore dump, but it is important to maintain the illusion that this is an exchange with the MC that happened several days ago, no new message notification and the conversation should be finished.

2. I have not found a setting to reveal what the MC will type when the user presses the reply button, is that an option? I'd rather avoid using single-option choices for that.

3. Would it be possible to add an option that allows the player to "call" a contact? In practice, it would ring and return occupied/non present unless it has been enabled (and then could be used to trigger a label jump/command/test conversation?

4. Is there a way to make the system a little less name-dependent? I like to allow the player to choose the name/gender of the MC, and it forces me to use a nickname for them in the phone, I also can't find a way to make conversations insert the player's current name/pronouns, unless I initialize every single conversation after the player has made their choice.

Thank you again for this rather amazing add-on!

The logic can also probably be simplified a lot now that boolean operations can be done between object libraries.

Yup just discovered today! It also allows for booleans to be applied on collections.

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In a lot of scenarios I use the memory feature a lot, it would be nice if there was a section where you could "toggle on/off" specific lines.

Example case is that my character keeps a jacket on a coat rack most of the time, but when they put it on, I have to remove that line and change it to "You are wearing...", it would be nice if iyoucould just deactivate or comment out a memory entry that you use on and off so that you don't have to rewrite it later.

Can also be useful to save memories that are not relevant to the current location for example if your character travels.

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After spending about a day getting the hang of Level Buddy, I really like the concept, but texturing is... very difficult :/

I suppose I could just unwrap by hand after the map is generated, but that's specifically one of the tasks that i feel is overkill for quake/half life style mapping.

Something that could really help is the ability to have a "detail" layer for some brushes/sectors that will merge with each-others, but not with the non-detail brushes/sectors

I know this is a very late answer, but for me, Auto UV Map, simply didn't work until i made sure that both level buddy and texture buddy were enabled in my addons, and only level buddy was.

This is such a great little tool, And I'm hoping it hasn't been abandoned, can we get some kind of update? I would gladly pay for continued development!