I'm still in the process of learning Python, so bear with me... However, I am curious about the second use of "triggerer.begin_dialog( attachee, 1 )" after the if/else statements. Why does it need to be there and/or when does it come into play? Stohrm BTW, thanks; as this should help me in my attempt to rescue the Jayfie dialogue without attempting to base it on his location (since his location should correspond to whether it's day or night).
Let's take Kella as Hill Giant dlg as an example. How does the game know where to begin the dialog when she is first met? My Neutral party with Meleny caused the dialog to begin at the beginning. However, my LG party with no druid began the dialog much further down. There is nothing in the dialog file that I can see that indicates how it determines where to begin the routine.
Thats run from the corresponding .py file in the data/scr folder, which in Kella's case (as a hill giant) may not have been modded and may still be being read frmo the .dats.
So, digging through the DLL, I just found a couple of commands that can be used to do great evil: Code: game.savegame('slot0001', 'ha-ha') game.loadgame('slot0001') I would never write such a script of course, certainly not one that fired when the player got his characters killed / disintegrated Another neat thing - game.selected - returns a python tuple of all selected characters game.hovered - returns a handle on a character currently mouse overed (makes you want to write a 'Hey, that tickles!' script, doesn't it?)