wolverinetree Posted November 27, 2011 Share Posted November 27, 2011 I honestly don't know what to make a certain NPC's DIALOGUE AI Package. I want him to talk to me the SECOND he sees me. How do I configure the AI package to do that? Link to comment Share on other sites More sharing options...
vforvic Posted November 28, 2011 Share Posted November 28, 2011 Questions like these might get better results in the Mod Troubleshooting or Mod Talk ForumsMake a Dialogue Package for the NPC that has a Target Ref of PlayerRef in any Cell. Set a Package Condition of LineOfSight to PlayerRef and the NPC will move towards the Player and start the Dialogue you set under the Topic Tab. Make sure no other NPC Packages will take precedence over the Dialogue Package when its time comes to run. Link to comment Share on other sites More sharing options...
wolverinetree Posted November 28, 2011 Author Share Posted November 28, 2011 So what's wrong with these? (These don't work) And as for selecting the topic at the bottom, you can't even select greetings... Link to comment Share on other sites More sharing options...
wolverinetree Posted November 28, 2011 Author Share Posted November 28, 2011 And these conditions. (Again, nothing works) Link to comment Share on other sites More sharing options...
vforvic Posted November 28, 2011 Share Posted November 28, 2011 You need Dialogue Type to be Conversation. You just select "Greeting" from the Dropdown List or actually you can leave it as None if you are using a Greeting and it will still work. When the NPC see's the Player...and the NPC really has to see you with their eyes...whatever the first Greeting Dialogue Topic in your Quest that has it's Conditions met will run. You add Conditions such as Variables to make sure the correct Dialogue runs as you desire.In my example you can see I have 3 Greetings for a Female NPC named MORNova. What I want to do is have her begin talking with me using "What's up 2" when she first sees me, but not use that particular Topic ever again.The first Topic, "What's up?", is just an example to show the Dialogue flow. She will not use the first Topic because I set a Condition of Male and she is a Female. If I removed the Condition of Male then she would use that one instead of the second one since that is the first one she would see that had the Conditions met. She would not even look any further down the list. As it is though she will bypass number one. She will instead use the second one which has a Condition of being MORNova and the NPC Script Variable of runonce == 0. Runonce is a Variable that I set in her NPC Script and 0 is the default for any Variable. In the "Result Script [End]" I change the runonce Variable to 1 so this particular Greeting will not run again. Now the next time I talk to her she will use "What's up 3?" as her Greeting because that will be the first one she comes to, as she goes down the list, that has it's Conditions met.Keep in mind this is just an example of a real world setup when you want to do more than just have a single Topic. You can just as easily have one Topic and of course that is the one your NPC would use...as long as the Condtions were met.http://mysite.verizon.net/resp87h9/sitebuildercontent/sitebuilderpictures/QuestDialogue01.JPG Link to comment Share on other sites More sharing options...
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