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Dialogue is shared and I don't want it to be


low8all

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I'm trying to set up some dialogue on an NPC but whatever I add (as part of a quest) ends up being available as dialogue options for other NPC's I've made.

 

As an example- A new Greeting: 'Hihi' on QuestNPC is then available along with it's subsequent tree on NPC2 or 3 or how ever many.

 

How can I set it so that dialogue I'm making is *only* available for the *one* NPC?

 

I'm following the tut on the GECKwiki on Quest Dialogue but it doesn't shed any light on this problem. Or maybe I'm missing something.

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I'm trying to set up some dialogue on an NPC but whatever I add (as part of a quest) ends up being available as dialogue options for other NPC's I've made.

 

As an example- A new Greeting: 'Hihi' on QuestNPC is then available along with it's subsequent tree on NPC2 or 3 or how ever many.

 

How can I set it so that dialogue I'm making is *only* available for the *one* NPC?

 

I'm following the tut on the GECKwiki on Quest Dialogue but it doesn't shed any light on this problem. Or maybe I'm missing something.

 

First of all check this link, DL the tutorial and follow that one. http://www.fallout3nexus.com/downloads/file.php?id=5561

 

Then, if you are using spoken dialog, use these videos. The short answer to your question is that you need to assign EACH response to the NPC you want the topic to belong to. Any responses that you leave unassigned will be able to be used by any NPC that uses topic conditions, in many cases for mods, there are not a lot of topic conditions, so dialog mods have the potential to really mess up game dialog. hope this helps.

 

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My PC died so I cannot check how to add it for you but you can add a condition to the dialogue to check for which NPC is speaking.

 

If your NPC has reference 'Bob3' it can run it's check and if the return is 1 it allows that dialogue, if 0 it does not play.

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My PC died so I cannot check how to add it for you but you can add a condition to the dialogue to check for which NPC is speaking.

 

If your NPC has reference 'Bob3' it can run it's check and if the return is 1 it allows that dialogue, if 0 it does not play.

 

 

Excellent, I set a condition on the NPC greeting and the other NPC's dont use that greeting which leaves the tree alone. Thanks Dragarr (:

 

Crow, it's not spoken dialogue but I'll check out those videos, thanks for the info.

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My PC died so I cannot check how to add it for you but you can add a condition to the dialogue to check for which NPC is speaking.

 

If your NPC has reference 'Bob3' it can run it's check and if the return is 1 it allows that dialogue, if 0 it does not play.

 

 

Excellent, I set a condition on the NPC greeting and the other NPC's dont use that greeting which leaves the tree alone. Thanks Dragarr (:

 

Crow, it's not spoken dialogue but I'll check out those videos, thanks for the info.

 

ok, well in the text tutorial i explain how to ensure that your problem does not happen.

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