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Problems with Dialog


dAkshEN3

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In the mod I am making, I have an NPC with several sets of nested dialog options (like, I say something, NPC replies, I then say something in response, NPC replies to that, etc.), however all of the player's dialog options are selectable from the top level even though only the options meant to be at the top level have the top-level option checked.

All the dialog options are strung together using the choices box on the preceeding option (as well as conditions for the quest-related ones) and are all added when the quest they are part of is started using the addtopic command.

 

Anyone know what is going on?

 

P.S. Below is the dialog tree as seen in the quest window. (The nested options use the prompt box rather than the topic text box, but you get the point)

http://dl.dropbox.com/u/10672604/DialogTree.png

Edited by dAkshEN3
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Don't use addtopic for all the other items. As you have learned, this makes them available regardless of any other setting. For my NPC's I don't use addtopic at all, even for the entry points. I am not sure exactly what "top level" means, it is a vague term to me. The GREETING topic is where all your conversations will start. For each NPC, I have multiple entries under GREETING, each with different conditions. The game picks the first one whose conditions match. Then the "choices" field of that topic is used to guide the conversation. No addtopic is needed.
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'Top Level' means a topic that can be available after the GREETING, if its conditions are met. You click that box to avoid putting your topics as choices off the GREETING topic. I've never used addtopic. I've always used Top Level and never linked off the Greeting either.
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'Top Level' means a topic that can be available after the GREETING, if its conditions are met. You click that box to avoid putting your topics as choices off the GREETING topic. I've never used addtopic. I've always used Top Level and never linked off the Greeting either.

 

I like addtopic, although it has some limitations. It's good for when you have an established NPC with a range of dialogue topics already available to you and say you're in a quest type situation and you'd like to add a new dialouge topic, triggered by an event of some kind, but you don't want a new greeting to trigger that new dialouge topic (I mean how many times do you want the NPC to say, "Hi!" and you have to copy it yet again to get another topic to start). Linking off the greeting can be handy if you want to severely restrict what dialouge is available for awhile for some reason..or just for fun.

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'Top Level' means a topic that can be available after the GREETING, if its conditions are met. You click that box to avoid putting your topics as choices off the GREETING topic. I've never used addtopic. I've always used Top Level and never linked off the Greeting either.

Thanks for the info. I usually customize the greeting at certain points in the quest. For example, if the player has agreed to find some item, then the greeting may be, "Have you found the McGuffin yet?".

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So basically make a new greeting for each section of the quest with the player's options set as choices? I'll give that a go later. Anyway, if anyone wants to know, I picked up the use of addtopics from this tutorial. I tried using addtopic on only the top-level items but it caused none of them to appear. Edited by dAkshEN3
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Sorted it. I got rid of the addtopics and added the right topics to the Link From box for each topic, works fine now and there's no need for the mucking about with greetings.

Thanks for the help everyone!

 

EDIT: Scratch the bit about the addtopics, they're still there. Just noticed I'd used the wrong characters to comment them out so they were still working. Tried commenting them out properly and the problem became defixed.

Edited by dAkshEN3
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