triptherift Posted April 1, 2016 Share Posted April 1, 2016 (edited) I've been able to get npcs with custom voicing to notice a lot of things in the game and make appropriate comments, but a few things I just can't get working: 1. Follower noticing another named NPC and commenting. I used GetLineOfSight = 1, condition run on subject (specific voice type, also tried Player), Object referenced to the named NPC. Doesn't work, line never gets called.2. Follower noticing when you attack a target type. First condition IsAttacking =1, reference Player, then another condition - GetIsRace xyz=1, run on CombatTarget. I walk up and punch an animal specified by the Race type, nothing said about it.3. Follower noticing dead dragon. First condition GetIsRace Dragon =1, second condition GetDead = 1, run on Target (or CombatTarget). Doesn't work (wondering if the dragon skeleton is a different Race I missed?) I'm trying to get this stuff to work using conditions without having to set up complicated scenes and custom quests, but I'm getting the feeling that the list of conditions the game uses will not let me do what I'm trying to do. Any advice appreciated, I'm working on new voice types for the game. Edited April 1, 2016 by triptherift Link to comment Share on other sites More sharing options...
FiftyTifty Posted April 2, 2016 Share Posted April 2, 2016 I tried my hand at this, but didn't go that far in because the CK is a pain in the arse. If I remember correctly, you have to set up stuff like that through an Event Node, or whatever they're called. Take a look at the dialogue quest that handles that obnoxious "Well hello ladies! Anything a big strong man can do for you this fine day?" scene. Link to comment Share on other sites More sharing options...
TheFirstEnD Posted April 2, 2016 Share Posted April 2, 2016 (edited) Be sure that your follower have allow idle chatter in his package. In the quest windows there are "misc" tab with "combat" "detection" tab etc...If you want your follower say a special thing when he is near Ysolda, create your dialogue line in misc/idle tab with condition getdistance YsoldaREF < 500 run on subject, for exemple Edited April 2, 2016 by TheFirstEnD Link to comment Share on other sites More sharing options...
skinnytecboy Posted April 2, 2016 Share Posted April 2, 2016 On 4/2/2016 at 11:18 AM, TheFirstEnD said: Be sure that your follower have allow idle chatter in his package. In the quest windows there are "misc" tab with "combat" "detection" tab etc...If you want your follower say a special thing when he is near Ysolda, create your dialogue line in misc/idle tab with condition getdistance YsoldaREF < 500 run on subject, for exempleYes, as he/she said. I used this method to make Benjamin doon insult npcs. Although be warned, some actor refs can get messed up as this will create persistent refs to npcs. For example, ben using Braiths ref caused her to go straight to the orphanage (which is not a bad thing cos she's a cow bag). Although you don't like it, in some ways it's safer to use dialogue scenes and aliases, because you can clear() Them after use. Regarding world comments, just make your own custom follower packages and place them on the follower alias. In those you can check "notice corpse" and "allow idle dialogue" etc. Good luck Link to comment Share on other sites More sharing options...
triptherift Posted April 2, 2016 Author Share Posted April 2, 2016 On 4/2/2016 at 1:45 PM, skinnytecboy said: On 4/2/2016 at 11:18 AM, TheFirstEnD said: Be sure that your follower have allow idle chatter in his package. In the quest windows there are "misc" tab with "combat" "detection" tab etc...If you want your follower say a special thing when he is near Ysolda, create your dialogue line in misc/idle tab with condition getdistance YsoldaREF < 500 run on subject, for exempleYes, as he/she said. I used this method to make Benjamin doon insult npcs. Although be warned, some actor refs can get messed up as this will create persistent refs to npcs. For example, ben using Braiths ref caused her to go straight to the orphanage (which is not a bad thing cos she's a cow bag). Although you don't like it, in some ways it's safer to use dialogue scenes and aliases, because you can clear() Them after use. Regarding world comments, just make your own custom follower packages and place them on the follower alias. In those you can check "notice corpse" and "allow idle dialogue" etc. Good luck Yeah thanks, I've been able to get them to do most world interaction things just fine, ie notice where they are and comment about the place, notice if I have flames equipped, tell me to put clothes on, etc. Just a few things in my initial post that the conditions wouldn't trigger. Found out the hard way that some of the conditions, although listed and callable, were never actually implemented. It seemed overkill to create a custom scene and/or script for a single spoken line, only reason I didn't go that route. Link to comment Share on other sites More sharing options...
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