low8all Posted April 25, 2009 Share Posted April 25, 2009 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. Link to comment Share on other sites More sharing options...
Crowbennett08 Posted April 25, 2009 Share Posted April 25, 2009 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. Link to comment Share on other sites More sharing options...
Dragarr Posted April 25, 2009 Share Posted April 25, 2009 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. Link to comment Share on other sites More sharing options...
low8all Posted April 25, 2009 Author Share Posted April 25, 2009 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. Link to comment Share on other sites More sharing options...
Crowbennett08 Posted April 25, 2009 Share Posted April 25, 2009 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. Link to comment Share on other sites More sharing options...
low8all Posted April 26, 2009 Author Share Posted April 26, 2009 ok, well in the text tutorial i explain how to ensure that your problem does not happen. Thanks Crow, I'm looking forward to checking them out. Link to comment Share on other sites More sharing options...
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