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Final script for my companion mod


cyrus224

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Somehow with no knowledge of the GECK or scripting, I have managed to make a companion in 3 days that is voice acted and speaks at 35 locations, and has a simple mission/reward related to his story that he tells you.

 

I need one more script to finish my project, but I am not sure how to do it.

 

 

The character has 3 dialogue options that pop up to tell you his story, each one has a trigger that allows the next to be visible in conversation. I simply want to make a script that says 24 hours must have passed before he will have the second topic/ third topic. How can I go about this?

 

 

 

(For bonus points, I am also trying to figure out how to make my companion interact with other NPCs in the wasteland and have no figured out a way to go about this either. I know about the sayto command, but I have only used that so far for my companion to talk to the player. I would love to know how to make him have dialogue with an NPC and that NPC to answer back.

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Add the code below to the quest script, set Cooldown to 1 in the result script for the dialog topic with the delay, and add a Quest Variable condition on the next topic Cooldown == 0.

SHORT Cooldown
FLOAT CooldownTimer

BEGIN GameMode

    if Cooldown == 1
        set CooldownTimer to GameDaysPassed
        set Cooldown to 2
    elseif Cooldown == 2
        if (GameDaysPassed - CooldownTimer) > 1
            set Cooldown to 0
        endif
    endif

END

To have the companion interact with other NPCs, put the dialog topics in the Conversation tab rather than the Dialog tab, use the Link To & Link From fields in the dialog topic to control the flow of the conversation, and use StartConversation instead of SayTo.

 

Cheers,

 

Belthan

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Thank you very very much! People like you are what holds communities like this together, As someone struggling every bit of the way on my mod, but learning a lot, I really appreciate the help

 

 

edit : Actually, for some reason it is not working.

 

I did everything you said, all scripts compiled, but when I test it, the dialogue option is there. Cooldown is set by the result script of the first dialogue to 1, the second dialogue requires it to be at 0, but it is instantly there.

 

 

Second Edit : All is fine! It works! I did several things so i am not sure which fixed it. I moved the script to a different quest, I set its Priority to 55, and eventually moved the script tied into another of my main quest scripts. Regardless, it works! Thank you!

 

Now on to trying to figure out the conversation you mentioned.

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If there are any other conditions on the second topic, check to see if they have the "OR" flag set. If not, you can use a console command to see if Cooldown is actually getting set where you think it should be, or if it is getting reset to zero prematurely.

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