baddog117098 Posted July 26, 2009 Share Posted July 26, 2009 I am currently working on a quest mod. The first NPC is where she should be, doing what she should be doing. The GREETING topic works fine. After going through the procession of dialogue, she sends the player to meet her sister in a small house near the Imperial City. However, the sister refuses to say what she should be saying in the initial GREETING. It is set up for her ID to be saying it, but she refuses to comply. There is some mention of a bug involving Add Topics and moving them around or something (I'm still pretty new to all this). Basically what I have done (and it is probably not the best way to do it, but the script tutorials just aren't very good for the casual newbie) is have the initial Greeting (selected from the Quest window topics tab) lead into the conversation, then have additional topics becoming available through the Choices window in the same tab. For the first sister to confide in the player, they need to be female and have her disposition at least 75, males and lower dispositions are told to take a hike. That works. However, as there seems to be only one GREETING topic tab for the quest, I just added the sister's dialogue to it, setting up the condition that it is only her who will say it. I hope it is just something small that I'm missing... as I have more NPCs for the player to talk to along this quest line. Link to comment Share on other sites More sharing options...
David Brasher Posted July 26, 2009 Share Posted July 26, 2009 It is sort of hard to figure out exactly what is going on. I may need more information. Does the sister say this GREETING to all PCs at any time? or have you placed conditions on it already? (In which case she would use generic vanilla greetings if the conditions are not met.) What does the sister say to you in the play-tests when it is not working? GREETING is a very useful topic. It is automatic. I think it is the best way to get started on new topics with strangers. The stranger says something, and the underlying script you make adds topics at that time. The GREETING you type in always overrides the generic GREETINGs as long as the conditions are met. It does seem to work from the top of the list to the bottom of the list though. If conditions are met for two GREETINGs it seems to use the first one. Is your Topic Screen set up like:Conditions:Target: no Function Name: GetIsID Function INfo: NPC:'AASister' Comp: == Value: 1.00 AND Oblivion and TES CS are buggy! buggy! buggy! If your greeting will not work through a bug in the software, you could work around it by adding a topic for the sister to talk about. Add the topic to the first NPC that sends you to see her sister. It will be ready when you arrive. But we should assume that one of the settings is wrong before we start blaming the software. If you need some help, feel free to send me a personal message with some more details and very specific questions. Link to comment Share on other sites More sharing options...
baddog117098 Posted July 26, 2009 Author Share Posted July 26, 2009 Yes, the conditions are like that, including the confirmation that a quest stage is done - otherwise she is just supposed to say "I'm not interested in speaking to you." Both are set up for that in conditions. At the moment, she just does the stock greeting, then when you click on her, only thing she says is "Yes?" (or the other generic replies) and the only topic is Rumors. At the moment, it looks like the GREETING is being ignored. I might just have to do as you suggest and do an AddTopic at the end of the first sister so the 2nd one can pick it up. Link to comment Share on other sites More sharing options...
alex2avs Posted July 26, 2009 Share Posted July 26, 2009 post a screenshot please or more ;) would be easier to understand. Alex Valentine Link to comment Share on other sites More sharing options...
baddog117098 Posted July 27, 2009 Author Share Posted July 27, 2009 I fixed it... given the bugs that tutorial mentions, I just made another quest and linked it to the first one. It is probably not very economical given the numbers of NPCs, but I've wasted too much time on it. But thanks for the replies! Link to comment Share on other sites More sharing options...
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