Guest Messenjah Posted December 24, 2010 Share Posted December 24, 2010 So, I'm attempting to set up some custom NPC's that are basically just generic characters that walk around my night club. Now, they are basically like the gamblers. They have generic dialogue and are equipped with clothing that is randomly selected out of a list. The NPC's are as well, randomly selected out of a list when I place them into the world so when the player enters, they will find random characters within the world. So, the problem I have is with dialogue. I know that if I duplicate an NPC and re-name them to something else, the original dialogue appears to be copied over to the new NPC as many of the topics appear to move over. Some of the topics from generic NPC's are for certain areas such as the Tops casino or Gammorah. Some of these topics, I won't want them to say when they are located within my custom cell. For instance, I don't want an NPC talking about how great the girls at Gommorah are and how they are the best, when they are in my strip club lol. It wouldn't make a lot of logical sense when they could just go to Gammorah ;) Anyway, some subjects will be removed. The thing I'm wondering, are these topics just duplicated for my specific NPC or are they actually pulling out of a generic pool of dialogue? For instance, if I duplicate a Tops Casino Gambler and re-name him to a clubber or some-such name, I don't want to delete anything from my NPC's dialogue that will effect the Tops Casino Gambler's dialogue tree. Basically, this duplication method would make things much easier as I could just delete the topics I don't want but I don't want to damage the game itself by doing this as I don't yet know entirely how the game mechanics work. Link to comment Share on other sites More sharing options...
llamaRCA Posted December 24, 2010 Share Posted December 24, 2010 The easiest way to get your NPC to NOT say something generic and to NOT mess up the generic topic for everyone else is to do this in the conditions: GetIsID YourNPCsRef == 0 You don't want to delete any generic, shared dialogue. Other NPCs use it. Link to comment Share on other sites More sharing options...
Guest Messenjah Posted December 24, 2010 Share Posted December 24, 2010 The easiest way to get your NPC to NOT say something generic and to NOT mess up the generic topic for everyone else is to do this in the conditions: GetIsID YourNPCsRef == 0 You don't want to delete any generic, shared dialogue. Other NPCs use it. It's NOT that I don't want the npc to say something generic... it is just that I don't want them to use ALL of the generic dialogue, especially not any generic dialogue that is related to Gammorah or other Casino's specifically. Link to comment Share on other sites More sharing options...
llamaRCA Posted December 24, 2010 Share Posted December 24, 2010 The easiest way to get your NPC to NOT say something generic and to NOT mess up the generic topic for everyone else is to do this in the conditions: GetIsID YourNPCsRef == 0 You don't want to delete any generic, shared dialogue. Other NPCs use it. It's NOT that I don't want the npc to say something generic... it is just that I don't want them to use ALL of the generic dialogue, especially not any generic dialogue that is related to Gammorah or other Casino's specifically. Ya, I got that. What I'm saying is this: If you don't want your particular NPC to say a particular thing then go into its dialogue and remove that from being said. Using GetIsID == 0 will do that for you without messing up the dialogue for the other NPCs that still need it. Edit: Well, this is how I always did it in FO3. If it doesn't work here (don't know why it shouldn't) it's not much wasted effort. You can remake dialogue to get what you want but that's a ton of time. Link to comment Share on other sites More sharing options...
Guest Messenjah Posted December 27, 2010 Share Posted December 27, 2010 Yeah, I'm going for quick and dirty for the generic characters. I will make custom dialogue for only the more interesting characters. :) A few of the strippers, the custom bartender, greeter, and owner of the club. Link to comment Share on other sites More sharing options...
Interfer0 Posted December 27, 2010 Share Posted December 27, 2010 Maybe using GetinCell will work. You could add it to the condition for the specific dialogue. Then they would only say that Dialogue if GetinCell casinothatbetternotsuck == 1. Link to comment Share on other sites More sharing options...
Recommended Posts