zerther Posted June 16, 2011 Share Posted June 16, 2011 I have a character that I want to initiate a greeting the moment i step near him, and then attack me after the greeting... no fuss no muss. This is the script I have attached to the NPC: If GetDistance Player <= 500StartConversation Player GREETINGEndIfIf BGM001.(my npc)greeted == 1 <-----without the parenthesis obviously. and the npcgreeted variable is in the main quest scriptStartCombat PlayerEndIf Also, in the GREETED text topic, I have startcombat player set in the results script. soooo, when I step near the character he walks toward me, which is fine (how do you make them run toward you anyway?), but after the greeting is triggered, a dialogue menu comes up--you know, the one with the Rumors tab. It's only when I X that out that the npc starts to attack me. How would you get rid of that dialogue menu, and just have the npc attack me straight on after the greeting? Link to comment Share on other sites More sharing options...
amullinix Posted June 16, 2011 Share Posted June 16, 2011 I'm not a script writer, however what you are looking for sounds like the actions that occur during the Highwaymen instances, and during the Dark Brotherhood quest that requires you kill off an entire family. One of the family members owns a tavern/inn, and you are able to make him attack you by telling him his mother bled like a stuck pig. I can't remember exactly if it cut straight to him attacking you after you make that selection, but it might help to look at the code attached to those NPCs (highwaymen and the one I just described) to see what it looks like to immediately initiate an attack sequence without having to 'X' out of the dialog. You might be able to extract that result; also look at Mannemarco (sp? I never know how to spell his name). I believe he initiates his attack on you after you're done listening to his rants (without having to 'X' out of the dialog box). Again, I am no script-er, so I apologize if this does not help at all. Link to comment Share on other sites More sharing options...
fg109 Posted June 16, 2011 Share Posted June 16, 2011 It isn't a good idea to use the default topics to add responses for your mod. Since these topics are the default, they can get overwritten by a mod lower in the load order that that also decided to use the default topic. It's the same principle as editing default NPCs and such. Anyway, to make it so that your character doesn't enter the dialogue menu, mark the line as a "Goodbye". When you add a line to a topic, to the right of the result script box are some buttons. These are flags for the line. The "Goodbye" check box tells the game that this line is the end of a conversation. Link to comment Share on other sites More sharing options...
amullinix Posted June 16, 2011 Share Posted June 16, 2011 I was referencing those default topics, so he could use them as a baseline, and create a script from them. Not to copy them directly. Your way looks like it would work better anyway. I just tried to offer something that would help him learn what the structure is :shrug: basically tried the 'teach a man to fish' route, despite my lack of scripting (TES) knowledge. Link to comment Share on other sites More sharing options...
fg109 Posted June 16, 2011 Share Posted June 16, 2011 Actually, I was referring to the fact that he inserted a line of dialogue into the default GREETING topic. There's nothing wrong with you offering advice. :biggrin: Link to comment Share on other sites More sharing options...
zerther Posted June 17, 2011 Author Share Posted June 17, 2011 Thanks to both of you. I actually am going to check out the code that goes to the dark brotherhood quest; I didn't think to ckeck the code from actual quests. Also, checking the goodbye button actually did close dialogue mode automatically. Thanks. Link to comment Share on other sites More sharing options...
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