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Custom Guard Dialogue/Creation Kit Help


SemprusGalligan

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I'm working on a large and ambitious mod that brings The Shivering Isles back to Skyrim. In a sequel format.

 

I wish to have the Golden Saints and Dark Seducers with their own dialogue, of course.

And to replicate what happens when you attack Sheogorath.

 

I know about crime factions and the like, but I need to know how to make the dialogues and scripts.

 

Can someone tell me how or at least link me to a good tutorial?

 

It would be GREATLY appreciated.

 

 

There's actually a function that sends the player to jail (as well as one for resisting arrest). I'm about to go to bed so a quick explanation will have to do until tomorrow morning. I'll also add it to my ever growing list of tutorials to write on my site.

 

But there's a function called SendPlayerToJail. You'd want to call it on the speaker of the guard dialogue's crime faction - in the End Topic Fragment for your jailing dialogue:

AkSpeaker.GetCrimeFaction().SendPlayerToJail()
I'm not entirely sure how to set up the jail itself however, as I've only dealt with vanilla guard dialogue. But it might be helpful for you to look at GetCrimeFaction just to fully understand it.

 

Then you'll want to look at the vanilla crime dialogue (DialogueCrimeGuards is the name of the quest I believe, or just under Character>Quest>Generic>Crime or something like that). I also found a tutorial on Creating Custom Crime Factions that may be of some use to you. (Also if that doesn't help this should.)

 

I'm not sure how much help that was, but I hope it at least pointed you in the right direction.

 

This has worked slightly for me. I've gotten him to speak to me in my own custom dialogue. Trouble now is getting me to be sent into the sky to fall to my death lol

 

Wait, alright. I have it to where he says the command and sends me to jail.

BUT!

I need it to where as soon as you attack him, you are forced into the dialogue and are not allowed to exit out of the conversation, only accept your fate.

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Then don't have the resist dialogue function. Just have the dialogue kill you or something like that.

I just need it to be where when you attack him you are automatically forced into dialogue with him, and can not exit out of it.

 

Give him a forcegreet package that starts the dialogue you want, with the condition that he IsHostile to the player (which would mean that the player has attacked them). Then it should forcegreet that dialogue. For the begin topic fragment in that, DisablePlayerControls and the player won't be able to exit the conversation (or have a walkaway where the guy attacks - this should link to a topic with akSpeaker.StartCombat(Game.GetPlayer() in the begin fragment if you want the guy to attack if you leave).

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Then don't have the resist dialogue function. Just have the dialogue kill you or something like that.

I just need it to be where when you attack him you are automatically forced into dialogue with him, and can not exit out of it.

 

Give him a forcegreet package that starts the dialogue you want, with the condition that he IsHostile to the player (which would mean that the player has attacked them). Then it should forcegreet that dialogue. For the begin topic fragment in that, DisablePlayerControls and the player won't be able to exit the conversation (or have a walkaway where the guy attacks - this should link to a topic with akSpeaker.StartCombat(Game.GetPlayer() in the begin fragment if you want the guy to attack if you leave).

 

How do I set it to the player?

Right now I have it as IsHostiletoActor and then have the Run On set to Player, with the Comparison at == and the Value at 1

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Then don't have the resist dialogue function. Just have the dialogue kill you or something like that.

I just need it to be where when you attack him you are automatically forced into dialogue with him, and can not exit out of it.

 

Give him a forcegreet package that starts the dialogue you want, with the condition that he IsHostile to the player (which would mean that the player has attacked them). Then it should forcegreet that dialogue. For the begin topic fragment in that, DisablePlayerControls and the player won't be able to exit the conversation (or have a walkaway where the guy attacks - this should link to a topic with akSpeaker.StartCombat(Game.GetPlayer() in the begin fragment if you want the guy to attack if you leave).

 

How do I set it to the player?

Right now I have it as IsHostiletoActor and then have the Run On set to Player, with the Comparison at == and the Value at 1

 

You want it set to IsHostileToActor, Run On Subject, [Target] as PlayerRef (in cell (any)) and the Comparison at == 1.

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Then don't have the resist dialogue function. Just have the dialogue kill you or something like that.

I just need it to be where when you attack him you are automatically forced into dialogue with him, and can not exit out of it.

 

Give him a forcegreet package that starts the dialogue you want, with the condition that he IsHostile to the player (which would mean that the player has attacked them). Then it should forcegreet that dialogue. For the begin topic fragment in that, DisablePlayerControls and the player won't be able to exit the conversation (or have a walkaway where the guy attacks - this should link to a topic with akSpeaker.StartCombat(Game.GetPlayer() in the begin fragment if you want the guy to attack if you leave).

 

How do I set it to the player?

Right now I have it as IsHostiletoActor and then have the Run On set to Player, with the Comparison at == and the Value at 1

 

You want it set to IsHostileToActor, Run On Subject, [Target] as PlayerRef (in cell (any)) and the Comparison at == 1.

 

I still can't get him to ForceGreet. I attack him and he becomes hostile, and I get a bounty ( A custom one I have him set to, so that when the dialogue is finished I am sent to jail, which is a floating prison marker that will make me fall to my death ) but it doesn't force the dialogue, I can get to it by speaking to him, but it doesn't happen on it's own.

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Then don't have the resist dialogue function. Just have the dialogue kill you or something like that.

I just need it to be where when you attack him you are automatically forced into dialogue with him, and can not exit out of it.

 

Give him a forcegreet package that starts the dialogue you want, with the condition that he IsHostile to the player (which would mean that the player has attacked them). Then it should forcegreet that dialogue. For the begin topic fragment in that, DisablePlayerControls and the player won't be able to exit the conversation (or have a walkaway where the guy attacks - this should link to a topic with akSpeaker.StartCombat(Game.GetPlayer() in the begin fragment if you want the guy to attack if you leave).

 

How do I set it to the player?

Right now I have it as IsHostiletoActor and then have the Run On set to Player, with the Comparison at == and the Value at 1

 

You want it set to IsHostileToActor, Run On Subject, [Target] as PlayerRef (in cell (any)) and the Comparison at == 1.

 

I still can't get him to ForceGreet. I attack him and he becomes hostile, and I get a bounty ( A custom one I have him set to, so that when the dialogue is finished I am sent to jail, which is a floating prison marker that will make me fall to my death ) but it doesn't force the dialogue, I can get to it by speaking to him, but it doesn't happen on it's own.

 

Hmmm. Just making sure - he does have the forcegreet package with the right topic set up, correct? With the proper flags checked so it works when he's hostile (not sure if there are any that would prevent this, it would be good to check)?

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Then don't have the resist dialogue function. Just have the dialogue kill you or something like that.

I just need it to be where when you attack him you are automatically forced into dialogue with him, and can not exit out of it.

 

Give him a forcegreet package that starts the dialogue you want, with the condition that he IsHostile to the player (which would mean that the player has attacked them). Then it should forcegreet that dialogue. For the begin topic fragment in that, DisablePlayerControls and the player won't be able to exit the conversation (or have a walkaway where the guy attacks - this should link to a topic with akSpeaker.StartCombat(Game.GetPlayer() in the begin fragment if you want the guy to attack if you leave).

 

How do I set it to the player?

Right now I have it as IsHostiletoActor and then have the Run On set to Player, with the Comparison at == and the Value at 1

 

You want it set to IsHostileToActor, Run On Subject, [Target] as PlayerRef (in cell (any)) and the Comparison at == 1.

 

I still can't get him to ForceGreet. I attack him and he becomes hostile, and I get a bounty ( A custom one I have him set to, so that when the dialogue is finished I am sent to jail, which is a floating prison marker that will make me fall to my death ) but it doesn't force the dialogue, I can get to it by speaking to him, but it doesn't happen on it's own.

 

Hmmm. Just making sure - he does have the forcegreet package with the right topic set up, correct? With the proper flags checked so it works when he's hostile (not sure if there are any that would prevent this, it would be good to check)?

 

I'm not 100% sure.

I'm new to scripting, I followed a tutorial on YouTube.

Maybe you could give me some step by steps? Or know of a good tutorial for me to take reference to?

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