viking99 Posted February 17, 2011 Share Posted February 17, 2011 How do you get rid of the standard goodbye answer in dailogues, normally i don´t mind but now I have created a converstation with different skill checks. If the player fails the skill check combat will occur. I have several paths that all end with a goodbye check and either initiates combat or leads to a peacefull solution. What I need now is to get rid of the standard goodbye topic that enables to player to get out of the conversation without picking a path. Any ideas? Link to comment Share on other sites More sharing options...
davidlallen Posted February 17, 2011 Share Posted February 17, 2011 There may be several techniques for creating dialog with NPCs. In most cases, you use the "choices" field of the dialog box in order to explicitly list what choices you want. This is described in the quest tutorial at geck.bethsoft.com and this is what most modders use. In this case, the only choices the player has, are the ones you have given. So if you do not want the conversation to end at a certain point, you don't provide "goodbye" as one of the choices. I have used this multiple times in my mods and it works fine. Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted February 17, 2011 Share Posted February 17, 2011 Those generic goodbyes are usually based off voice type. So give your NPC a unique one and they should go away. Link to comment Share on other sites More sharing options...
viking99 Posted February 17, 2011 Author Share Posted February 17, 2011 There may be several techniques for creating dialog with NPCs. In most cases, you use the "choices" field of the dialog box in order to explicitly list what choices you want. This is described in the quest tutorial at geck.bethsoft.com and this is what most modders use. In this case, the only choices the player has, are the ones you have given. So if you do not want the conversation to end at a certain point, you don't provide "goodbye" as one of the choices. I have used this multiple times in my mods and it works fine. Seems to be working fine Thanks! Does that mean that the the command addTopic is redundant in al dialoques that you use this model? Link to comment Share on other sites More sharing options...
davidlallen Posted February 17, 2011 Share Posted February 17, 2011 Yes, AFAIK. Link to comment Share on other sites More sharing options...
AllanOcelot Posted February 17, 2011 Share Posted February 17, 2011 I thought we had a member of the community leaving us.:rolleyes: Link to comment Share on other sites More sharing options...
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