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1.18.9 (#793)
## Minor features - New `pathToExistingDialogue` field for adding new DialogueNodes and DialogueOptions to existing character dialogues. For example, you can now just add new responses to Slate's dialogue instead of replacing it! Will improve mod compat and simplify translating. ## Improvements - Singularities will now pre-load assets for their destination when the player/probe is nearby (if the destination is a vanilla planet)
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@ -123,6 +123,7 @@ namespace NewHorizons.Builder.Props
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existingDialogue.SetTextXml(newTextAsset);
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existingDialogue.SetTextXml(newTextAsset);
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// Chracter name is required for adding translations, something to do with how OW prefixes its dialogue
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var characterName = existingDialogueTree.SelectSingleNode("NameField").InnerText;
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var characterName = existingDialogueTree.SelectSingleNode("NameField").InnerText;
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AddTranslation(xml, characterName);
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AddTranslation(xml, characterName);
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