doctorzero0 Posted December 24, 2024 Share Posted December 24, 2024 Ordinarily I'd rather not bother anyone with this, but after several literal days of this nonsense I figured I might as well float the question. I'm trying to make a quest where you can either rescue an NPC from an assassin, or kill the NPC on the assassin's request. However, no matter what I do, the assassin's dialogue upon the NPC's death simply will not trigger. I've tried things like Forcegreet packages and the like, but the game just stubbornly refuses to have the assassin say anything. I'll admit I'm not as experienced with the creation kit as I should be, but I'm open to suggestions while I try to figure this out. Link to comment Share on other sites More sharing options...
Sovrath Posted December 29, 2024 Share Posted December 29, 2024 I'm not exactly clear what you are trying to do. Are you saying that once you kill the npc you want the assassin to have a different bit of dialogue? It's been a bit since I did dialogue but you could have a branch that doesn't appear unless the npc is dead. basically, under topic info there is "conditions." You can choose "get dead" and have it == 1 There is a "run on" part and you can select the npc wherever the possible "dead" npc is. Link to comment Share on other sites More sharing options...
doctorzero0 Posted January 3 Author Share Posted January 3 (edited) Yeah, I suppose I wasn't being specific enough. I'm familiar with how conditions work, but the weird thing is that the dialogue does not trigger even when I have everything set right. (I do appreciate the visual aids, though!) Here's a better example - after a while I gave up on the assassin thing and moved onto one involving a dog. The idea is that, after following a dog to a certain location and getting close enough, the dog would approach the player and give them a key via dialogue. I set it to the proper quest stage and everything, used a forcegreet package, and yet the dog does not initiate dialogue, or even do anything other than sit there no matter how much I activate it. It's bizarrely similar to the assassin thing - I wondered at first if it was because the proper order of packages on the alias was screwed up (I understand the game gets really particular about that), but I get the same result no matter how many times I rearrange the order. And before anyone asks, yes, I generated a SEQ file (repeatedly, actually). I have to assume I'm missing *something,* the question is what. Hard to find the solution when you aren't even sure what the problem is. Edited January 3 by doctorzero0 Link to comment Share on other sites More sharing options...
xkkmEl Posted January 3 Share Posted January 3 A few things to check: Dialogue's quest is running. You are using a top-level branch in the player dialogue tab. Make it work with that first; you can change it after. Remove all conditions (from the quest's data tab, and in the topic info). This should make the dialogue work for everyone. If it works for everyone, except your target NPC, it must be because your NPC is in a exclusive or blocking branch from somewhere else. If it does not show for anyone, keep looking for conditions to remove! Link to comment Share on other sites More sharing options...
doctorzero0 Posted January 9 Author Share Posted January 9 Figured it out! I think. Well, I figured out what I was doing wrong with the dog. I unchecked the 'Exclusive' checkbox and set it to Blocking, along with adding a 'IsInDialogueWithPlayer' condition. Feel kind of embarrassed, to be honest. Still, I appreciate you guys helping, thanks! Link to comment Share on other sites More sharing options...
doctorzero0 Posted January 17 Author Share Posted January 17 As an addendum, I have also managed to discover the existence of a certain dialogue bug (you need to save and reload before the dialogue can function), which quite frankly explains a LOT about the issues I've been having. Link to comment Share on other sites More sharing options...
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