jackpack Posted August 12, 2009 Share Posted August 12, 2009 isnt there a parent marker! that you put on the ground?. so that when you stand on it it activates her to come over & talk?. Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted August 12, 2009 Share Posted August 12, 2009 I have used it several times in FO3. SpeakerREF.StartConversation Player TopicName This assumes the player is the one being approached for conversation. You could also use a dialogue package with specific conditions, depending on the context. Link to comment Share on other sites More sharing options...
MidDark Posted August 20, 2009 Author Share Posted August 20, 2009 I have used it several times in FO3. SpeakerREF.StartConversation Player TopicName This assumes the player is the one being approached for conversation. You could also use a dialogue package with specific conditions, depending on the context. That's what I thought. There must be something else going on then. Nav mesh, AI, something. Very frustrating. -Middark Link to comment Share on other sites More sharing options...
BadPenney Posted August 20, 2009 Share Posted August 20, 2009 Try creating a dialogue AI Package. Check out one in the vanilla game. I used the Lucas Simms force greet set up for new arrivals in Megaton as a model. It involves a Package and a trigger box, but that sort of thing can be done without a trigger box as well. Link to comment Share on other sites More sharing options...
MidDark Posted August 25, 2009 Author Share Posted August 25, 2009 Try creating a dialogue AI Package. Check out one in the vanilla game. I used the Lucas Simms force greet set up for new arrivals in Megaton as a model. It involves a Package and a trigger box, but that sort of thing can be done without a trigger box as well. Very cool, I'll try that. Thanks for the tip! Link to comment Share on other sites More sharing options...
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