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GECK dialogue help


ilayoeli

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I've been working on a dialogue in geck all the while attempting to really learn it.

Now one of the things I wanted to do is that after the player character chooses a specific dialogue option the NPC will respond and the dialogue end and then, when I enter dialogue with him again he will not greet me with a casual response rather he will mention what I said earlier. I hope you get the idea if not tell me.

 

Now, what I've did in order to make it so was to make a quest script of the following:

scn StanleyDekelQuestScript


Short bStanleyTookOutfit ; 1 = Told Stanley you want to take his outfit You asked him and didn't say you were joking

and set it as the script of this NPC dialogue.

 

Next, I put in the result script of the dialogue option mentioned the following:

set StanDialogue.bStanleyTookOutfit to 1

and finally, in the specific GREETING I want to get from the NPC after choosing the dialogue option I set this condition:

condition function: GetQuestVariable

function parameters:

quest: *name of the dialogue quest*

variable name: bStanleyTookOutfit

== 1

 

I thought it'll work in game but apparently after choosing the dialogue option he just greet me in a casual response I set.

 

 

What exactly am I doing wrong?

 

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What are the conditions on the casual greeting? Is the casual greeting taking priority over the specific greeting? You may need to add the same condition with a != instead of an == to the casual greeting to make sure it doesn't get selected.

 

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What are the conditions on the casual greeting? Is the casual greeting taking priority over the specific greeting? You may need to add the same condition with a != instead of an == to the casual greeting to make sure it doesn't get selected.

The conditions for the casual greeting are only the NPC's "GetID".

It will be a bit problematic to add the a condition with a != to every greeting as I plan to make a lot of greetings.

Is it possible there's another way to script or design the scenario I tried to result in?

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Been working with NPC with 5-10 different greetings, I usually set the corresponding condition to the GetQuestVariable trigger for each topic.

I mess around a little with the topic order to make the default Greetings topic on the bottom of the list, so that as long as conditions for a special Greetings are met, it is chosen first.

 

Works for me. How many Greetings topic have you for your NPC?

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Been working with NPC with 5-10 different greetings, I usually set the corresponding condition to the GetQuestVariable trigger for each topic.

I mess around a little with the topic order to make the default Greetings topic on the bottom of the list, so that as long as conditions for a special Greetings are met, it is chosen first.

 

Works for me. How many Greetings topic have you for your NPC?

The NPC is intended to be a follower with a quest, he'll have tens of different greetings

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OK so apparently if I set a condition for every other greeting with ==!

 

I do have other question though:

Digging inside the GECK files I noticed that in some dialogues (mostly followers) there are some topics which direct to no topics and choices and don't set to "goodbye", even though I no that they exist in-game, so I figured it must be the way to design dialogue for followers more efficiently (without inserting "choices" and "topics" all the time)

 

Can someone explain how does it works exactly?

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