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Basics of Module Creation
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==== Speakers ==== Well, they're not on this tab. You have to add them. Click 'new speaker' and give the speaker a character ID. This can be the same as the NPC's ID or different, but you want to be able to glance at this and know who's speaking. You'll see why in a bit. Then you click the 'unit' drop-down and you can select one of five options. * '''Lancer''' lets you specify whichever character is in that Lancer seat at the time the conversation plays. For example, I like to have the main character of my stories in the first seat (which is Lancer 0) so I create a speaker with the ID 'pc' and select Lancer here and 0 in the number selector which appears. * '''Module NPC (mech)''' is basically useless for these module-level conversations so you can ignore it. I think it might do something if you select it for combat-level conversations but I don't actually know. * '''Origin Character''' lets you specify an origin character for this speaker from a dropdown. Whenever they speak, that origin character's portrait will be displayed. If you've got pre-set origin characters in lancer seats, I find this a much easier way to specify them than Lancer 1, Lancer 3, etc. * '''Lancer With Reserve'''... I don't know what this does. * '''Module NPC.''' Basically for anyone who isn't a player character or origin character. When you select this you get a drop-down list of all the NPCs you've made at the module level -- not any in combats, only ones from the module -- and can select which speaker to attach to the speaker ID. You can also use the nametag dropdown to select what name appears above your NPCs' chat boxes when they speak. I think first name and last name are automatically generated from the name field by parsing where spaces appear, but I don't know that for sure. I don't know how the 'get equipped NHP' option works and I've never used it, so you're going to have to work that one out yourself.
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