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Need help with Dialogue and packages in the creation kit for Skyrim.


shadowninj09

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Hello peeps,

I hope that someone can help me with a problem I have been having in the creation kit for skyrim.

I'm trying to make a NPC use an AI package if a topic is spoken by that NPC.

What I'm trying to say is that when the dialogue ends, the package starts running.

I know how to do it in the G.E.C.K for FNV by means of a script, cause I did that a little while ago for my own follower mod, but I experienced that in the CK things don't work the way like they used to in the G.E.C.K.

I have been looking at the tutorials on the official site for the CK, searched on google and even looked at packages and dialogue in CK itself as to get a reference on where to start, but I didn't find anything specific on how to get this done.

I started tinkering with the CK only a few days ago, so if anyone could point me in the right direction, it would be greatly appreciated

 

PS: I'm only a beginner when it comes to scripting, so go easy on little old me please. XP

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Assign the package to your NPC's quest alias.

 

Create a global variable, we'll call it gVar, with a default value of 0.

 

Add a condition to the package, that checks if gVar = 1.

 

In the dialogue tab, load up the dialogue you want to have initiate the package.

 

There is an OnFinish (or something to that effect) script panel. Enter the character ";", close the dialogue.

 

This creates a blank script.

 

Open up the dialogue again. Right-click the new script and open the Properties window.

 

Add a property pointing to gVar, name it the same (we'll call it gVarProp for easy reference in this post).

 

Close the Properties window.

 

Go back to the script panel. Change the ";" character, type in:

 

SetValueInt(gVarProp, 1)

akSpeaker.EvaluatePackage()

 

Click OK.

 

Should work? May need to change akSpeaker to an AliasRef property, but that's easy ta figure out.

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... it's like you would do in G.E.C.K., but using the new scripts language Papyrus and Creation Kit editor, similar to that scenes tutorial I linked to. If what you want happens only once, then you might make a quest stage number to use as a condition flag for the package in the NPC's package list. And instead of starting a scene with a script fragment, you set that quest stage.

 

EDIT: meanwhile... FiftyTifty explained it better! :ninja:

Edited by simtam
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Thanks for all the help, I really appreciate it.

=D You peeps rock!

 

Edit: I did as you guys said, but the dialogue option does not appear in the conversation menu, I think it has to do something with the quest aliases or the topic conditions but I'm not exactly sure.

Edited by shadowninj09
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