fatalmephisto Posted April 16, 2014 Share Posted April 16, 2014 How do i go about starting a conversation with my two companions that i created. Is it even possible? Sorry I'm new to GECK. Link to comment Share on other sites More sharing options...
Mishaxhi Posted April 17, 2014 Share Posted April 17, 2014 Liberal use of the SayToDone blocktype. Either that or just use a timer, which is a more tactful method but it just takes forever. Link to comment Share on other sites More sharing options...
llamaRCA Posted April 18, 2014 Share Posted April 18, 2014 @fatalmephisto If you have NPCs that you have set up with HELLO diagloues that are linked to the second NPC (either with GOODBYES or some other way that they answer) then you are ready for the next step. You need to figure out what kind of trigger (s) you want to use. So NPCs with HELLOs that are linked to another NPC will talk to another NPC with no additional prompting when sandboxing and they will answer a NPC who says HELLO to them whether they are sandboxing or following as long as they have dialogue for that NPC. However, a NPC who is following will not spontaneously initiate a HELLO conversation. So, to force two following NPCs to talk you have to write a script to trigger it. You have to decide how/when/what, etc you want that convo to look like to get the convo working. If it's a short one you don't need a staged timer for it to last the entire length of the convo. If the entire length of the convo is two or three sentences just triggering it will be fine. You will always want to trigger the NPC with the HELLO topic to be said. But, if you want them to have a very long conversation then you should probably do a staged timer like Mish is talking about so you can guarantee that they stay put for the entire conversation. If the convo gets too long they may stop doing it otherwise. If you want them to talk to one another every so often and their convo is short, you can modify an existing vanilla script to your needs. There is a script the vanilla devs wrote for Cass that triggers her location barks throughout the gameworld. It's called VCassTimerRegionBarkScript. You can see more regions, worldspaces, etc by looking in the World heading in the Geck. You can also opt to use Trigger Boxes with scripts on them if you have a very specific location/time that you want the convo to be triggered and you can't get there with scripting alone. There are vanilla examples of this with the vanilla companions during their quests (you can find the scripts via the triggers Raul in Novac, Cass at the Caravan, Veronica in McCarran, etc). And there's no reason why you cannot mix it up and use a combination of methods to get convos whenever you want them. You may have long convos that require staged timers, shorter ones that use the timer script like Cass' and a trigger box or two for very particular ones and then some convos particularly planned to only happen during sandboxing time, etc. :smile: llama Link to comment Share on other sites More sharing options...
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