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i just don't get it - why won't my npc's talk to me...?


stevie70

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I'm currently doing the quest for my vegas-baby-mod (which is my first try in quest scripting, as i might add), and i have all the topic, conditions and everything set up and ready, but the thing is, my npc's won't engage in dialogue with the player ingame when activated.

they very well react to the activation itselt (tested that with some onactivate-scripts attached to them), and some of their npc-conversation-chatter is displayed, but no dialogue box is opening up, whatever i try (well, except if i add them a talk-to-player-package, but they walk up to the pc and talk to him, that's not what i intend)

this is the same with my actual npc's i've made from scratch as well as with some test-npc's (i'm gonna hate 2 delete them gals once i'm through with this) based on default boomers etc..., no difference.

i've tried comparing my character setup with some npc's that i know talk to the player, but i can't see any significant difference;

i've noticed a enable-dialogue-checkbox on robots, but humanoids don't seem to have this, so what the HELL am i doing wrong here, do i need some special ai-package to make them talkable to or what is ist...?

 

and yes, i'm aware this must be some pretty stupid question to more experienced modders :-), but i'd still be grateful for any help i can get, just can't make this work and it's really starting to piss me off..., thx in advance.

Edited by stevie70
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One of your topics needs to be a top level. Or you could link from Greeting in your top topic.

thanks, but i had that checked on my custom greeting anyway, don't change nothing, not even with 95 priority.

tests with default greetings didn't work either. :-(

 

thing is, if i place, say, ruby nash or some actor who i know has dialogue in there and test it ingame, dialogue works fine. if i set up my own npc's with even the same dialogue, i doesn't.

you don't happen to know of any better dialogue tutorial than the one on the bethesda-site (more puzzling than helpful)? somehow that dialogue thing in the whole is still one big mystery to me... :-p

Edited by stevie70
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there are 3 things that are easy to miss and I am sure you missed something pretty simple.

 

1. you must use an active quest for the dialogue to show. in new vegas all dialogue need an active quest.

2. you need to set at least one condition getsId yourNpc.

3. you need to set speaker in the dropdown menu to the right.

 

it is probably one of these things you have missed..

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there are 3 things that are easy to miss and I am sure you missed something pretty simple.

1. you must use an active quest for the dialogue to show. in new vegas all dialogue need an active quest.

aaah....

 

3. you need to set speaker in the dropdown menu to the right.

aaaaaaah..!

 

2. you need to set at least one condition getsId yourNpc.

aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaah!!!!!! :-)))

 

it is probably one of these things you have missed..

man, thanks, you lit up my darkness big time...! that's exactly the pieces of info i lacked to understand the whole system behind the quest-dialogue-thing, now i guess i'm finally getting it (it now works like it should anyway, which fi-nal-ly sets me go).

 

if i may ask an additional question about that "greeting"-opening: i'm not sure about two things here, 1) do i actually NEED the "GREETING"-topic to start a conversation or would any other top level topic with the right conditions & priority do just the same? because if i 2) add my custom greeting as an additional response to the default-greeting-topic (like it's suggested in the beth-site-tut), ALL npc's in the game would have my line in their greeting-responses-pool (apart from not meeting the conditions to actually use it of course), do i get that right? (that's why i thought i'd rather start with my own custom greeting right away, because it somehow feels a bit overkill to add a line to be said only once by only one person to everyone and forever)

 

ah yes and one last little thing about the meaning of the patient ol' word "need", if i need to set a speaker, how come in most vanilla dialog there's none selected (nobarks dialogue (my fav object of studies) for example)? or do i have to set the speaker for the opening statement only?

 

anyway, thanks a million again, really don't know if I'd sooner figured that out myself or given the whole thing up without the help.

and thanks for the tutorial-links too, gonna make heavy use of those. :-)

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you actually need the official greeting subject to start the dialogue. the greeting however only affects the active quests so if you would do a quest chain you would add a greeting topic in each quest.

 

thats why there are so many conversation quests in new vegas the act like glue between quests and makes dialogue work.

 

in my mod i have an unnamed conversation quest that is start game enabled that only contains dialogue. the quest act as glue and the greeting topic set with speaker and conditions is the key to start different quests.

 

the specifik dialogue is then contained in the different quests who still needs a greeting topic.

 

if you don't set speaker the topic will pop up everywhere as long as the conditions are met. if you want to have the same greeting for several npcs you can make a custom faction and add the npcs to that faction and then use that as a condition for the greeting.

 

so in the noobark example maybe his conditions are unique. i have found dialogue buggy if speaker is not set.

Edited by viking99
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thanks again everyone, think i finally got it now, all my dialogue's starting/working/ending quite like it should at last, same with the quests, from now it's gonna be a week or so of piecing the stuff together, hope you'll check out my mod's final version then.

...

you know, the one thing that _really_ freaks me out about the geck-doku, wiki & beth-tuts is, it almost NEVER gives you any reliable information about whether something's necessary syntax or just some common naming convention. like now with the "greeting"-topic, or like when i wrote my first scripts, it took me _days_ to figure out whether you actually HAD to call your refs "xyzREF" or if they just liked it that way - might sound like a stupid problem, but if you step in there like a newborn with no idea about anything, trying to troubleshoot all of your of course at first none-at-all-working stuff, and then don't even get a clue about what's trouble and what's not, you really can get rather desperate in about no time...

or dunno, maybe they _do_ tell you all this anyway and it's just my english... :-)

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