Eric Clipperton
Potential Patron
- Joined
- Mar 7, 2016
So I'm working on a dialogue that uses ClimaxTitan's dressing room mod and the dialogue involves a lot of wardrobe changes using "da.charcode.load". However, when the charcode changes the dressing room mod is kicked off. No big deal, because I can just re-load it again with the "da.mod.load" command, right? Wrong! I keep getting a "DATA: dressing room file not found" error from the dialogue when it goes to load the .swf file. I've tried typing the code differently such as "da.modc.load":"dressing room" and "da.mod.load":"dressing room.swf" and I've tried putting the .swf in the folder where the dialogue loads, the folder where the "Play SDT loader" shortcut is (I'm using sby's loader pack, by the way) and the file where the "Loader.swf" file is and I still get this error. What is the correct way to load a mod like this? do I need the ".swf" at the end of the filename in the code? Where do I put the .swf file I want to load (I know the variables.txt file in the help folder for dialogue actions tells me to put it where the loader is but that doesn't seem to work)?
I searched through the help forum and found a post asking the same question but it was never resolved, tragically.
If the first question can't be resolved easily, there is a workaround so that the dialogue still works, though that leads to another question. The workaround is instead of using a charcode, I just manually set all the clothing changes with dialogue actions (i.e. "da.clothes.bottoms.type":"wtfever" then "da.clothes.top.type":"wtfever2",etc)
Obviously thats a much less pleasant alternative (oh well), but the second question would be then what would be the correct way to write the "da.clothes" commands to include RGB values?
Sorry for the wall of text, you can't expect a dude with a DFW avatar to understand brevity. Thanks in advance.
I searched through the help forum and found a post asking the same question but it was never resolved, tragically.
If the first question can't be resolved easily, there is a workaround so that the dialogue still works, though that leads to another question. The workaround is instead of using a charcode, I just manually set all the clothing changes with dialogue actions (i.e. "da.clothes.bottoms.type":"wtfever" then "da.clothes.top.type":"wtfever2",etc)
Obviously thats a much less pleasant alternative (oh well), but the second question would be then what would be the correct way to write the "da.clothes" commands to include RGB values?
Sorry for the wall of text, you can't expect a dude with a DFW avatar to understand brevity. Thanks in advance.