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How do you initiate fight through dialogue ?

how to creation kit dialogue fight mod help quest tutorial script speech check

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#1
four2nothin

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What I mean by this is how do you have a conversation and then fight. For example with Kellog? You talk to him, then it comes down to you fighting him.

Or how do your do a speech check where if you fail you fight or if you succeed, the character acts in another way ?

For example : (IF YOU HAVEN'T COMPLETED SILVER SHROUD QUEST, THIS MIGHT BE A SPOILER) -----'------------------ WHEN you save (or not) Kent from sinjinn?




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All help is greatly appreciated and will aid in the enjoyment of being a part of this community. Thank you !

#2
caleb68

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the best example that I can suggest is to look at the combat zone, as long as the player doesn't rush through the doors (says outside them even if they are opened)  you can sit there at the doors and watch the fight unfold between cait and the raider.  The announcer will announce the battle, and  at first they both will just be standing in the cage, after he finishes his statement the fight starts.   it is a small dialog initiated fight, but its the best example I can think of in the game with the least amount of  stuff to weed through to find out exactly how its done.

 

the simplest method I can think of is to have the dialog set a quest stage, and that quest stage would set the two people /  parties as enemies to each other, thus initiating a fight between the two people / parties.



#3
vkz89q

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Maybe there is better way than having 2 factions, where other is friendly to player and another enemy.. but this is how I do it, in quest scene I set stage at end and do this in quest stage:

Actor aOurNpc = (OurNpcRef.GetReference() As Actor)
Actor aPlayer = Game.GetPlayer()

aOurNpc.RemoveFromFaction(FriendlyFaction)
aOurNpc.AddToFaction(EnemyFaction)

aOurNpc.StartCombat(aPlayer)

You can propably just remove player from the faction or make player enemy in the faction instead of having 2 factions, but I'm now too lazy to check that since this works.


Edited by vkz89q, 13 April 2017 - 07:08 AM.


#4
four2nothin

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Maybe there is better way than having 2 factions, where other is friendly to player and another enemy.. but this is how I do it, in quest scene I set stage at end and do this in quest stage:

Actor aOurNpc = (OurNpcRef.GetReference() As Actor)
Actor aPlayer = Game.GetPlayer()

aOurNpc.RemoveFromFaction(FriendlyFaction)
aOurNpc.AddToFaction(EnemyFaction)

aOurNpc.StartCombat(aPlayer)

You can propably just remove player from the faction or make player enemy in the faction instead of having 2 factions, but I'm now too lazy to check that since this works.

 

 

AHHH this makes sense. i will have to try this. Thank you. I've only done very basic quest lines so I don't think I would have thought of this.







Also tagged with one or more of these keywords: how to, creation kit, dialogue, fight, mod, help, quest, tutorial, script, speech check

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