ilayoeli Posted July 12, 2015 Share Posted July 12, 2015 I've been attempting to learn how to create conversation between two NPCs that triggers once the player near them so I read this: http://geck.bethsoft.com/index.php/How_to_script_conversation_between_two_or_more_NPCsIt directs to this: http://geck.bethsoft.com/index.php?title=StartConversationto trigger the conversation, I don't quite understand it though:Where am I suppose to insert this function? Is this suppose to be in the script of the quest of the conversation?How do I make it so I trigger the conversation when the player gets near the two NPCs? Thanks Link to comment Share on other sites More sharing options...
SKYZOO Posted July 12, 2015 Share Posted July 12, 2015 Here is a link to a good youtube video that does the same thing conceptually: https://www.youtube.com/watch?v=rcqbF0zpxtQ I have tried it and it works, but I don't have the scripts I wrote for it on hand. I just remember having to do way more than I wanted to make this happen... You need to make a trigger box activator so once you enter it the conversation begins, using a script attached to the trigger. The video covers that part too. Link to comment Share on other sites More sharing options...
ilayoeli Posted July 12, 2015 Author Share Posted July 12, 2015 OK I tried to do this:I created the two npcs ("NPC1" and "NPC2"), put them in the FNV world and gave them reference ("npc1REF" and "npc2REF")then I created the quest which will include the conversation, added a topic to the conversation editor id ("Topic1" for that matter) and then created the following script: scn conversationscript short doonce begin ontriggerenter player if [doonce==0] npc1REF.StartConversation npc2 topic1 set doonce to 1 endif end that'll be a place for the player to trigger (object script), however the script fails (can't save it), what am I doing wrong? Link to comment Share on other sites More sharing options...
ilayoeli Posted July 12, 2015 Author Share Posted July 12, 2015 Here is a link to a good youtube video that does the same thing conceptually: https://www.youtube.com/watch?v=rcqbF0zpxtQ I have tried it and it works, but I don't have the scripts I wrote for it on hand. I just remember having to do way more than I wanted to make this happen... You need to make a trigger box activator so once you enter it the conversation begins, using a script attached to the trigger. The video covers that part too.Yes I watched that video too but I need some way so I could create long conversations easily Link to comment Share on other sites More sharing options...
SKYZOO Posted July 12, 2015 Share Posted July 12, 2015 Unfortunately I don't know a method to create long conversations between npc's any easier way. I have only used this method once previously, and it was too much fuss to want to try it again. I cant seem to recall anywhere in-game where really long conversations take place without the player character being directly involved, other than the simple interactions between faction mates like in the Hidden Valley bunker. If I could find some examples of that, I could reverse engineer the workings of that and possibly figure out a better method. Link to comment Share on other sites More sharing options...
ilayoeli Posted July 13, 2015 Author Share Posted July 13, 2015 Unfortunately I don't know a method to create long conversations between npc's any easier way. I have only used this method once previously, and it was too much fuss to want to try it again. I cant seem to recall anywhere in-game where really long conversations take place without the player character being directly involved, other than the simple interactions between faction mates like in the Hidden Valley bunker. If I could find some examples of that, I could reverse engineer the workings of that and possibly figure out a better method.Well do know a little about scripting? maybe what's wrong with my script? Link to comment Share on other sites More sharing options...
Fallout2AM Posted July 13, 2015 Share Posted July 13, 2015 npc1REF.StartConversation npc2 topic1if in your ESP you maintained the same way to name references like for npc1, then you should write "npc2REF" because it must point to a ref and not a base ID Link to comment Share on other sites More sharing options...
ilayoeli Posted July 13, 2015 Author Share Posted July 13, 2015 (edited) npc1REF.StartConversation npc2 topic1 if in your ESP you maintained the same way to name references like for npc1, then you should write "npc2REF" because it must point to a ref and not a base ID well the tutorial article says I should write the base ID, and I just tried what you suggested and it still doesn't compile now, I read a little about scripting and it seems I must first declare a variable for a reference in the script itself, set it to be the reference ID of npc1 and then write it before the ".StartConversation" function instead of the reference of npc1 and it should look that way: scn conversationscript ref rnpc1 short doonce begin ontriggerenter player set rnpc1 to npc1REF if [doonce==0] rnpc1.StartConversation npc2 topic1 set doonce to 1 endif end it still doesn't work however...anyone? Edited July 13, 2015 by ilayoeli Link to comment Share on other sites More sharing options...
Fallout2AM Posted July 13, 2015 Share Posted July 13, 2015 (edited) You must use references, not the base ID.And it doesn't compile because you are using []. These are reserved for arrays.No you don't need to declare a ref var.Also if you want you can use ints instead than shorts, so you'll have one less type of var to remember. Edited July 13, 2015 by Fallout2AM Link to comment Share on other sites More sharing options...
ilayoeli Posted July 14, 2015 Author Share Posted July 14, 2015 (edited) OK thank you the script compiled all well and good, I do have another issue however:Following the guide for the conversation I had to create a quest variable to track the conversation, so I made a new script like that ("Converation" - the name of the script, "Variable" - the name of the variable): scn ConversationScript short Variable that was made into a quest script and set as the script for the quest of the conversation.Then, following the tutorial I had to put in the result script of the first info of the conversation the following: set Variable to Variable + 1 this script doesn't compile, any idea why? Edited July 14, 2015 by ilayoeli Link to comment Share on other sites More sharing options...
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