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SetPlayerTeammate follow dialogue quest scene comes from?


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Hi,

I notice if you SetPlayerTeammate on any actor they straight away offer the follow dialogue.

eg: Talk, Cancel, Trade, Follow/Stay

Obviously the follow/stay dialogue is not functional unless you push the actor into the Companion Alias in Followers quest.

But followers quest does not house the the actual standard teammate dialogue (scene).

 

Just curious as to what quest is housing the scene for the teammate dialogue?

I've been searching quests in CK for hours.

Some of the quests I've poking through to try and find where it comes from:

AO (and any other quest with AO in the name), CIS_Manager (and any other manager quest), DialogueGeneric (and any quest with Generic in the name), Followers, ComXXXXX (and any other quest with Com in the id name), Player (any quest with Player in the id name)

 

My logic while searching the quest is do a Use Info on a quest/scene and look for a common quest or parent, but it seems I'm just chasing my tail.

 

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Hi,

I notice if you SetPlayerTeammate on any actor they straight away offer the follow dialogue.

eg: Talk, Cancel, Trade, Follow/Stay

 

 

 

They get that dialogue menu if you set abCanDoFavors to true when you setplayerteammate. Which means that one could give a NPC teammate functionality (XP on kills, sneak when player does, etc) without giving them that particular menu and the ability to point them at things in the gameworld to interact with (do favors).

 

 

Just curious as to what quest is housing the scene for the teammate dialogue?

 

 

The dialogue you are looking for is located in the COM quests in the "Favors" tab.

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Thank you for taking the time.

 

I'm aware of what SetPlayerTeamate does and it's flags.

 

The part that has me bugged is there has to be a generic scene for the dialogue to display.

All the ComXXXX quests are specific to a unique actor that is using conditioned aliases and scenes and CIS manager from a SM node passing registered events per custom dialogue.

 

I was curious as to how any actor not just a unique actor are offering the dialogue by setting a simple teammate flag.

The dialogue system in Fo4 seems way to restrictive to offer dialogue easily on any actor.

 

Skyrim/FO3/NV all was just so simple to quickly offer a simple dialogue and have any actor be able to offer it without having to specifically specify an actor in an alias.

 

It's now like every dialogue has to run through a scene and the scene requires an alias.

The SM event node catches the event and fires the scene for the occasion, damn clunky imho

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Thank you for taking the time.

 

I'm aware of what SetPlayerTeamate does and it's flags.

 

 

I wasn't trying to insult you, but people read through these threads to learn how to build stuff in the FO4CK and knowing one has control over the appearance of that menu is useful.

I was curious as to how any actor not just a unique actor are offering the dialogue by setting a simple teammate flag.

 

The appearance of the NV companion dialogue wheel is also controlled by setplayerteammate and is hardcoded.

 

The dialogue system in Fo4 seems way to restrictive to offer dialogue easily on any actor.

 

Skyrim/FO3/NV all was just so simple to quickly offer a simple dialogue and have any actor be able to offer it without having to specifically specify an actor in an alias.

 

 

It's true that the CKs require more work during the initial set up, but aliases offer a lot of flexibility.

 

The SM event node catches the event and fires the scene for the occasion, damn clunky imho

 

 

It may seem clunky, but I use it because it picks up events I'm interested in, it's easy to set up and the quests just live in there reliably pumping out dialogue, scenes, scripting, etc.

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Once again, thank you for making the effort and taking the time, it's appreciated.

 

I've since worked out how to hook the teammate commands dialogue and create a simple multi follower mod that is independent of the native follower system (does not edit a single vanilla form, script or quest) and at this point it did not require me to create a single scene :)

 

Don't get me wrong as I love using scenes when used appropriately along a story line as the story unfolds.

Using scenes for every interaction with the player and a npc is tedious to use in game when you repeat using the same scenes in game over and over.

eg:

"Hey merchant let's trade so I can dump the crap i'm carrying"

"Hey companion let me choose one of the 20 dialogue options I have given you"

Repeat, repeat, repeat...

 

The way that the scenes work with dialogue really takes the pleasure out of doing the repetitive dialogue that you use in the game.

The whole click actor and they turn, the scene gets broken before it starts, click again and they turn the other way and the scene gets broken again, click again ... etc

They pause between being able to target the actor again to activate in between each attempt of trying to interact is absolutely unbearable when doing the same micro actions over and over.

 

Aliases are my love and joy in creating stuff for the game, makes me wonder how I ever did half the stuff in FO3 that didn't have aliases..lol

But after working with Skyrim CK for so many years aliases are nothing new and I do use them quite often to do what I'm after quite often.

 

But hopefully F4SE get it's usual bevvy of script functions then my alias use will be less I'm sure.

Same I hope there will be a PapyrusUtil, ActorUtil and JsonUtil 3rd party library over time and my alias use will be even less again.

 

Aliases are only handy to me due to the Text replacement and spoofing ai packages and locations as needed.

At this point I have no interest in working with dialogue for simple little repetitive interactions between the player and npc due to the horrible in game feel.

 

There are some things I am loving in FO4 CK:

RefCollectionAlias (this is ever so handy.)

Aliases can have link refs (you can fill yourself in an alias with workshop keywords on the alias and linkref to yourself or another alias that has a container, handy if you want to be a mobile workshop..lol).

SetLinkedRef (awesome for setting markers for a single shared AI Package on the fly).

AddKeyword (on the fly is damn handy).

 

None of the above was possible in Skyrim CK / papyrus without third party user created plugins.

So FO4 is like luxury in that respect :)

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