Belthan Posted November 27, 2013 Share Posted November 27, 2013 NPC1 has dialogue package to start a conversation with NPC2. The rest of the conversation is scripted via SayToDone blocks in the object scripts of the two NPCs. NPC1 speaks the dialogue package topic, but the SayToDone block does not fire when it is complete (verified with a showmessage command). Same thing happens whether Dialogue Type is set to Conversation or Say To. However, if I change the dialogue package to a travel package with same target & flags, and put a sayto command in the On End result script for the package using the same topic as the dialog package, the whole conversation proceeds as expected (and the showmessage popup appears), so I know it isn't a problem with the topic conditions or such. Google didn't turn up any similar reports, so I thought someone here might know if this is a known issue / feature (in which case I have a workaround, no biggie), or if it's more likely a symptom of something I need to worry about (e.g. corrupted save or esp). Thanks~ Link to comment Share on other sites More sharing options...
rickerhk Posted November 29, 2013 Share Posted November 29, 2013 What you describe is apparently the way it's intended to be. A SayToDone block is only triggered when a Say or SayTo is complete. http://geck.bethsoft.com/index.php?title=SayToDone Link to comment Share on other sites More sharing options...
Belthan Posted December 7, 2013 Author Share Posted December 7, 2013 That's what I figured, but I wanted to confirm the "say to" in a dialogue package was really different from a scripted "SayTo", and that this behavior wasn't a symptom of a bug. Thanks! Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted December 9, 2013 Share Posted December 9, 2013 Try looking at the Simms/Moriarty conversation in FO3 (where you rat on Moriarty and the sheriff runs to confront him).It increments a variable each line, and each line has that next count as a condition.It always worked for me. Link to comment Share on other sites More sharing options...
Belthan Posted December 10, 2013 Author Share Posted December 10, 2013 Thanks for the reply. Maybe it's just me, but conversations using the Link To & Link From fields in the Conversation window seem to have awkward pauses. I use that method for background "atmosphere" dialog between NPCs because it's easier, but I script conversations for crucial cutscenes with SayToDone because they seem snappier and more immersive. Link to comment Share on other sites More sharing options...
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