ilayoeli Posted July 7, 2015 Share Posted July 7, 2015 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: GetQuestVariablefunction 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? Link to comment Share on other sites More sharing options...
madmongo Posted July 7, 2015 Share Posted July 7, 2015 Is start game enabled checked on your quest? Link to comment Share on other sites More sharing options...
ilayoeli Posted July 7, 2015 Author Share Posted July 7, 2015 Is start game enabled checked on your quest?yes, the dialogue itself is working all fine except for this little issue Link to comment Share on other sites More sharing options...
madmongo Posted July 7, 2015 Share Posted July 7, 2015 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. Link to comment Share on other sites More sharing options...
ilayoeli Posted July 9, 2015 Author Share Posted July 9, 2015 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? Link to comment Share on other sites More sharing options...
BaronVonChateau Posted July 9, 2015 Share Posted July 9, 2015 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? Link to comment Share on other sites More sharing options...
ilayoeli Posted July 11, 2015 Author Share Posted July 11, 2015 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 Link to comment Share on other sites More sharing options...
ilayoeli Posted July 12, 2015 Author Share Posted July 12, 2015 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? Link to comment Share on other sites More sharing options...
ilayoeli Posted July 13, 2015 Author Share Posted July 13, 2015 someone? Link to comment Share on other sites More sharing options...
ilayoeli Posted July 15, 2015 Author Share Posted July 15, 2015 Please, this could be really helpful for me. Link to comment Share on other sites More sharing options...
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