Imagination Engineer
First time out of the vault
Dialog scripting is on my to-do list, but it's pretty far down the list. Not because it isn't useful or cool, but because I know I need a lot more experience with FoT internals before trying to tackle it.
A rough guideline for what I think would be needed is:
1) The Lua scripting language used in the extender could certainly run the dialog processing, so all of that could be done outside of hex editing (far easier). It might be good to have a sample model/implementation of a game with a decent moddable dialog tree system already, mainly for ideas on what pieces are necessary.
2) The dialog engine needs the ability to set and check mission and campaign variables, for cross functionality between the built-in FoT scripting behaviors and that driven from the extender's Lua scripts. This is much higher on my to-do list, and given my investigation in other areas, I don't expect too much trouble here.
3) The UI is likely to be the hardest part. Best-case (effort-wise at least) is if there's an existing UI window that's close enough to a working dialog interface that only minimal change is necessary (maybe adding a text box to the existing conversation UI window for showing the player's dialog options could work). If not, it may involve coding a window interface in the extender DLL, either using the individual FoT UI controls, or by calling DirectDraw functions directly. This is much harder, but could be a bit more customizable.
I'm not getting a lot of time to work on things lately (baby care ), but I'm fairly close to having a first release ready. Capabilities will be mostly limited to those I've shown in other posts already, but a couple of things have been added to give a little more flexibility (mainly visibility to the game timers, and functions to adjust both permanent and temporary attribute modifiers).
Great news! As long as it does happen I can certainly wait for it!!
Text box to existing conversation UI window sounds both the best case and the desirable one(understandable).
*BTW... WTH happened to the Wilma character in FO:Tactics?
(Does anyone know offhand?)
When I load old save games it shows the correct photo in the game thumbnail, but in game, it substitutes a new character called Wilna, with a different portrait.
???? The Wilma PC is no longer an option. Is this the unadvertised side effect of a mod?
Looks like something a mod would do. The pic you display is a new one with different background and suffice to say they had limited resources for new char portraits(mainly the workers in Microforte I think) back then.
Do you have Redux? It changes so many things it might be a candidate for this.