Jump to content
⚠ Known Issue: Media on User Profiles ×

mooglechick

Premium Member
  • Posts

    10
  • Joined

  • Last visited

Everything posted by mooglechick

  1. Hello! If this sounds at all familiar, it's because I posted about this problem earlier in the year. Unfortunately I'm still stuck with this and hoping anyone out there has any tips to get this working or even help me come up with a script to make it work! I even rebuilt the mod from the ground up and tweaked the way the scene goes down but I'm still hitting a wall with the same exact problem: dialogue and combat. Here's how it goes: The player attacks a group of random enemies (a faction like raiders). Combat begins. One of the enemies (random, not a unique actor) starts a dialogue scene and stops combat. Dialogue is over and combat resumes. Part one and part three work as intended. It's just the second part I can't get to work because the dialogue will never trigger and the enemies just stay hostile. I'm thinking right now I could try maybe a script attached to the alias that says that particular NPC doesn't go hostile when the combat starts? Then I could stop combat through the beginning of his dialogue scene. Are there any scripts I could use that do something like that? Or anyone got any other ideas? Thanks in advance!
  2. Thanks for your suggestions! I removed pause/end combat from Actor Behavior. I even tried using some quest stages just to do some more testing. I did want to avoid using them because of the possible delay between stopping the combat and starting the forcegreet. But just to test things out, I set up a stage that checks for the combat, then one that stops it and evaluates the package if the NPC is close enough. Unfortunately, I've still got nothing. Whether I use a script on the alias or use quest stages. I can't seem to stop the combat at all. The CK wiki says that when you make a faction mad you just become a temporary enemy until some time has passed, so I tried using SetPlayerEnemy(false) to get the combat to stop and the forcegreet package to start but even that didn't work! Nor is StopCombat(). I feel like this is way more complicated than it should be! I was worried this is hard coded somehow but the combat functions exist for a reason so I don't see why it wouldn't work.
  3. Thanks again for all the help! I try to figure this stuff out on my own but sometimes it doesn't work out that way. You guys are helping a lot! EDIT: Alright! I got a script on the Quest Alias. I had to use IsPlayerEnemy instead of GetDistance because it was saying I needed an ObjectReference. Scriptname MyQuestScript extends ReferenceAlias Event OnInit() if (NPCFaction.IsPlayerEnemy()) NPC.TryToStopCombat() NPC.TryToEvaluatePackage() endif EndEvent ReferenceAlias Property NPC Auto Const Faction Property NPCFaction Auto ConstHowever the forcegreet/dialogue still isn't happening. Grr. EDIT: Also messing around a bit with the first line of the dialogue, I got it to start if I get near the NPC alias -- without combat already happening. I then started combat and when I got near him again, he kept repeating the initial line over and over but no dialogue choices popped up. I also tried adding "Game.GetPlayer().StopCombat()" on a Begin fragment but the rest of the NPCs still attacked while he stood there repeating the first line. Yet if I start combat first, the dialogue never happens. And the forcegreet package still flat out isn't working. So close... yet so far.
  4. Yeah, the alias is filled. I thought that was my problem initially too but I even tried using a unique actor and even though it says the alias is filled, it still didn't work, so I'm back to trying to suss out the package. As for the script, I'm not sure how to go about doing that because none of the NPCs are unique actors. The alias is supposed to randomly pick one to forcegreet the player based on which NPC is closest, or at least I assumed that's how it works. You can add a script directly to your alias. Then OnInit you register it for some event (i.e. distance event , so the script will wait for player to be close enough) ..And then in this event you do what you want. And you can also try to see if your greeting will work without combat. And about flags - you should leave "ignore combat " flag checked. I tested it without combat and it still doesn't work. I'm actually glad because I was starting to think that was the problem. But it's just me and my forcegreet package, I guess! lol Next I'll give your script a try.
  5. Yeah, the alias is filled. I thought that was my problem initially too but I even tried using a unique actor and even though it says the alias is filled, it still didn't work, so I'm back to trying to suss out the package. As for the script, I'm not sure how to go about doing that because none of the NPCs are unique actors. The alias is supposed to randomly pick one to forcegreet the player based on which NPC is closest, or at least I assumed that's how it works.
  6. I thought the combat override on the forcegreet package was supposed to stop the combat? If that's not how it works, then I'm sure that's my problem lol The package just triggers if the player is near the quest alias and combat is happening. Or that's what supposed to happen anyway. I need the combat to stop and the dialogue to start at the same time and not have a delay (at least not a hugely noticeable one) between the two which is why I didn't try stopping combat in a quest stage. The quest alias is an NPC but there is no unique actor because it's random/generic NPCs in the same ways settlers aren't unique actors. So I used matching reference and then set conditions to make sure the alias is only filled with an NPC that has the same faction and voice type. Basically the scene I'm trying to do is the player is fighting a group of generic NPCs and the quest picks a random one to do the forcegreet for the dialogue/stop combat. I did think this was my problem to begin with but when I tested it, it didn't work with a unique actor either which leads me back to thinking the package is the problem. Thanks for the tips!
  7. @kitcat81 Thank you for all your suggestions so far! I'll try them out when I get the chance and let you know!
  8. Yes, it's the only package. I'm not sure what on top of the stack is though? Sorry, I'm a bit new modding and just watched a YouTube tutorial! lol And yeah, I have a few conditions such as GetInFaction and IsInCombat. I took some screenshots of the forcegreet package, the quest alias for the NPC/s, and the initial forcegreet dialogue line. Maybe you or someone else could tell from this what I'm doing wrong? The blurred out parts is just the name of the mod and stuff that I don't want to give away since I just started making it, sorry. Thanks for the help so far!
  9. So to put it simply I'm trying to do something like this: Player is fighting a group of NPCs. One of the NPCs forcegreets the player and combat stops. When the scene/dialogue is over, combat happens again. The only problem I'm having is the first part where I can't get the dialogue to start and the NPC just keeps attacking. I have a forcegreet package that overrides combat but nada. Anyone got any ideas? Thanks in advance!
×
×
  • Create New...