MikeHancho64 Posted October 8, 2011 Share Posted October 8, 2011 OK, I am trying to set up a scripted event for the Boulder Dome Project that will run as follows: Player walks through a trigger to start the event (I would imagine player controls might need to be locked at this point? Unsure about that though.) Quick fade to black and back to a different image space modifier such as the purple vault 106 hallucination colors to indicate to the player something strange is happening. When it fades back to the purple tinted colors 2 little girls (Lisa and Louise) will have appeared in front of the player. I would like them to have a little glow around them or some sort of modifier because they're supposed to be ghosts. They look at the player, then look at each other and say a couple of lines like: Lisa says to Louise "Who is that?" Louise back to Lisa "I don't know but they shouldn't be here!" Lisa says, "Yes, they need to leave. It's dangerous for them to be here! Tell them to leave NOW!" Then Louise approaches the player and tells the player they shouldn't be here and need to leave. Then turns around and begins walking away with her sister. As they walk away another fade to black and back to the normal imagespace and the girls have disappeared and player control is enabled if it was disabled before. (But I don't want the player to be able to see them appear or disappear as they need to enable while the screen is black.) So far I have the trigger set up and the imagespace changes like it should and the girls enable as they should. Lisa turns to her sister and says her first line, but Louise does not acknowledge her or say her lines. Also, am I going about this entirely the wrong way? Is there a better way to script this or set it up differently to achieve the same effect? I have the following scripts for the dialog made based on what a short tutorial at the GECK wiki says. (I left the comments in for my own reference purposes) Lisa's script scn MHBoulderLisaScript Short StartTalking Begin GameMode If StartTalking == 0 ;set to 0 now just to make it start right away will refine that as needed SayTo MHBoulderTwinLouiseREF LisaTalk01 ; Lisa says the first line to Louise EndIf End Begin SayToDone LisaTalk01 ; When Lisa is finished saying first line… MHBoulderTwinLouiseREF.Say LouiseTalk01 ; Louise says her first line to Lisa End Begin SayToDone LisaTalk02 ; When Lisa is finished with second line… MHBoulderTwinLouiseREF.SayTo Player LouiseTalk02 ; Louise says line to player End Louise's script scn MHBoulderLouiseScript Begin SayToDone LouiseTalk01 ; When Louise is finished saying first line to Lisa MHBoulderTwinLouiseREF.Say LisaTalk02 ; Lisa says her second line End Trigger script scn MHBoulderToyStoreTrigger01 short playerTriggered begin onTriggerEnter Player if playerTriggered == 0 set playerTriggered to 1 ApplyIMageSpaceModifier vault106HallucinationISFX MHBoulderTwinLouiseREF.enable MHBoulderTwinLisaREF.enable endif end Link to comment Share on other sites More sharing options...
rjhelms84 Posted October 8, 2011 Share Posted October 8, 2011 (edited) You could try using the "sayto" function rather than "say", as I think "say" only works on actors and not actorREFS: Begin SayToDone LisaTalk01 MHBoulderTwinLouiseREF.Sayto LisaREF LouiseTalk01 End Or if you wanted to use "say", try using the actor's ID rather than the REF, or just put all Louise's code-lines in her NPC script, so you can just use say without needing to imply a reference. (Also these three scripts could be in just one, unless you've split them up on purpose to make it easier for you.) Here's an example of what I would try: Lisa's NPC window script: scn MHBoulderLisaScript Short StartTalking Begin GameMode If StartTalking == 0 SayTo MHBoulderTwinLouiseREF LisaTalk01 EndIf End Begin SayToDone LouiseTalk01 SayTo MHBoulderTwinLouiseREF LisaTalk02 End Louise's NPC window script: scn MHBoulderLouiseScript Begin SayToDone LisaTalk01 Say LouiseTalk01 ;;Or use Sayto LisaREF LouiseTalk01 End Begin SayToDone LisaTalk02 SayTo Player LouiseTalk02 End Edited October 8, 2011 by rjhelms84 Link to comment Share on other sites More sharing options...
MikeHancho64 Posted October 9, 2011 Author Share Posted October 9, 2011 (Also these three scripts could be in just one, unless you've split them up on purpose to make it easier for you.) Well, I'm kinda "monkey see-monkey do" (with a LOT of emphasis on the monkey, lol). So I found that tutorial (http://geck.bethsoft.com/index.php/Three_Way_Conversation_Tutorial) and tried my best to adapt it to what I was trying to do. However, it don't seem to be working even when I used your suggestions for the Say and SayTo. One thing I think I messed up on was that I had the dialog lines under Topics, not Conversation, so I added them under Conversation and edited my scripts and it still didn't work, lol. Anyway, I think it might be better just to revery to an old save and start over. I'll go ahead and recreate the girls and trigger and stop after that. If you could be so kind as working me through how to set this up with one script that would be great. Thanks RJ Link to comment Share on other sites More sharing options...
rjhelms84 Posted October 9, 2011 Share Posted October 9, 2011 Having them under topics wouldn't be the problem, as the first line is spoken, right? It's strange, as your script looks like it should work, lol. I sometimes have to fiddle quite a bit with scripts, before I get them right. You might have to send me your esp at some point, so I can fiddle with the script until it works. Link to comment Share on other sites More sharing options...
rjhelms84 Posted October 9, 2011 Share Posted October 9, 2011 (edited) I found this on the Geck wiki: There are two simple ways to get NPCs to talk to each other: 1) An NPC with a Find package targeting another NPC will automatically start a conversation with the second NPC, beginning with the HELLO conversation topic. This is the same way that NPCs start random conversations with each other. 2) Use StartConversation to trigger the conversation. This can be useful if you want to start the conversation with a custom topic (i.e. something besides HELLO). In order to force the NPCs to have a particular conversation, you need to set up the dialogue infos that they will use so that they link together into a complete conversation. The basic principles are as follows: The simplest way to make a conversation is to create a new topic for each response on the Conversation tab of the Quest window, create an info under each topic, and use the "Link To" and "Link From" fields to link the infos together in the order that you want them to be spoken. This is fine for a very short conversation, but creating a new topic for each info can become cumbersome for longer conversations. --------------- So yeah, give that a try if you want. And if it still doesn't work, just send me the esp. Edited October 9, 2011 by rjhelms84 Link to comment Share on other sites More sharing options...
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