shvringmnky Posted July 1, 2009 Share Posted July 1, 2009 Hey, I am in serious need of some help. I'm trying to make a (very) simple quest with only about five stages. The problem is, I get the initial topics added to the player, which direct him to the correct place for the next stage, but the NPC the player has to talk to in order to advance the quest REFUSES to use the topic I've created...I just don't understand it. He's an NPC that I created, so I don't know if that's the problem, but help would be appreciated. The CS is also reading my quest topics as "dirty", and I don't know why. Thanks in advance. Link to comment Share on other sites More sharing options...
JcHARP Posted July 2, 2009 Share Posted July 2, 2009 Well make sure that under Character>Quests>yourquest>Topics you used the addtopic function to the right hand side and use the GetIsId function under the conditions to make only that character say only that line. To give you an example of how topics work that helps me when im trying to be speedy with it, goes like this. For instance I have it set to say "Hi" under the topics after the conditions are met. Conditions can be anything like If you are in the IC then the option to ask the npcs your quest question becomes valid allowing it to show up ingame on any npc in IC. Then you use the addtopic to say something after it says "Hi" but if you only want the specific npc to say it then use the: If GetIsId <npcnamehere> == 1 || <----If condition/event is met.If GetInCell <yournpc'shouse> == 1|| <----Yet another condition/eventaddtopic lolwutendif The top part may sound utterly confusing but the If/Endif block of script provided should be of some help. Link to comment Share on other sites More sharing options...
shvringmnky Posted July 2, 2009 Author Share Posted July 2, 2009 The problem is, that is, in a basic sense, what I've done. I believe that the problem lies with the NPC, because I'm pretty much following the Beginner's Guide on the CS Wiki. All my other topics have worked (the ones that are added for NPC's that are already in-game), but the topic I've added to my custom NPC refuses to even appear in his dialogue selections. In fact, when I selected "No Rumours" in his NPC window, it didn't remove rumours from his dialogue. This is what I did to add the topic... In myQuest>Topics, on the last topic that is required to read before the topic I'm having difficulty with, I've put the topic that doesn't appear in the "Add Topics" Box. Basically, that should add it, right? I can't think of anything else that could be making these issues. It might be the conditions I've set, but I highly doubt it. Thanks for the help. Link to comment Share on other sites More sharing options...
JcHARP Posted July 4, 2009 Share Posted July 4, 2009 To better help me understand your problem what chapter or point are you upto on the wiki? -Edit- Did you also use the result script to set the stage further opening up the next stage in your chain? If not this could help. Use this in the result script for the stage you are trying to get past. If GetStage <nameofquest> 1addtopic <TopicOfChoice>EndIf as long as the topic is set to a specific NPC using the getisid function then it should popup if the stage is at 1. Let me know if that helps if not then ill keep trying. Also do you want to use script or just the dropdown menu? -Another Edit- Also this just striked me. If you want to advance without it checking if you're on the first stage you can just do this SetStage <Questnamehere> 2addtopic <TopicOfChoice> then in the stage 2 you set conditions to then activate stage 2 like adding another topic. Link to comment Share on other sites More sharing options...
shvringmnky Posted July 4, 2009 Author Share Posted July 4, 2009 Thanks. I'll try that (when I have time). On a side note, how do I force an NPC to evaluate their AI package? Do they have to be declared as a reference variable in the scripting? And what is the command? I'm on chapter 7, but I'm just using it as a guideline to make a different type of quest. Link to comment Share on other sites More sharing options...
welwork Posted July 12, 2009 Share Posted July 12, 2009 Just as a note, DO NOT use the empty fields in the quest dialog window to add topics. There is a bug in the CS that makes multiple mods that add topics that way conflict, so they won't work. Use the result script and type: "addtopic xxxxxxx". NPC.EvaluatePackage forces the NPC to evaluate packages. Link to comment Share on other sites More sharing options...
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