This is a non in-depth guide to using the DDS editor. It is recommended you read more about the dynamic dialog system and word replacements also.
<aside> 💡 Bundles are groups of editable text files, that act as packages that you can export to the game, or download through the game’s mod manager.
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Or to start a new tree, click ‘New Tree’. With the dialog box that opens you can give it a name, type and initial message if needed.
The tree space contains a visual representation of different messages and how they are linked. The pink boxes are the messages themselves, and you can open these by clicking the pencil icon in the top right.
The links between the messages dictate the progression of the conversation or v-mail chain. These can be edited by selecting them and clicking the ‘Link Settings’ button at the top. You can diverge the conversation towards different messages based on things like character traits.
Each tree has a certain set of triggers, that are editable using the panel on the right:
Not all of these fields may apply to your tree; but that ones that usually do are the ‘Trigger On’ field which dictates when or where your tree may appear in-game, along with the participant settings. All trees will need a ‘Participant A’ configured, as this is the person who ‘starts’ the conversation’.
<aside> 💡 In a tree, the message nearest the top will act as the start of that conversation.
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<aside> 💡 The cog icon means that block is shared among more than one message. This means if you change the text, it will also appear changed in the other messages, so be careful what you edit! You can view shared instances in the linked instances tab. You can also convert the block to a unique instance in this tab.
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