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Adding Custom Voicetype Workshop Dialogue?


FiftyTifty

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For the past couple days, I've been trying to add workshop support for NPCs with the raider voicetypes. Good news, is that I figured out how to add generic dialogue (press e, NPC says something, press e again after a couple seconds, they say another thing, etc).

 

But when it comes to adding dialogue to the workshop, suddenly things are nowhere near as easy. I've done my best to replicate what the Far Harbor workshop dialogue quest does, but...Nada.

 

When assigning a raider to a station or a food source, they just motion without speaking any dialogue. When pressing E on them, once they've been sent to a workshop, the trade window opens immediately after the player finishes speaking, and the raider then says the generic 'hello' dialogue I added (rather than the response to trading with the player).

 

 

Is there a proper guide for adding workshop support for new voice types? All this stabbing in the dark has me burnt out, as I can't figure out why the dialogue isn't working.

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Right, I'm slowly figuring this out (why da f*#@ Bethy didn't release a guide!?).

 

To add dialogue spoken when you assign an actor to something:

 

Open your quest record.

Click on the "Player Dialogue" tab

Add a branch if one doesn't exist

Add a new topic.

For the topic, choose from the "Keyword:" dropdown list: WorkshopParentAssignConfirmTopicType

Now add in the dialogue.

 

 

Now I have to figure out how to add trade responses. Sadly, I think the trade interaction is actually a bug; the "I just want to trade some times" dialogue is one of the dialogue options in a scene. it only works properly the first time you interact with a new settler, and after that, activating the settler defaults to the trade dialogue option.

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As an update, if you make sure your dialogue quest has a priority higher than WorkshopParent (41, DLC variants have 42, so I use 43), and add NPC dialogue to the "Greeting" subtype under the misc tab, you won't get that annoying trade-on-activate lark.

 

Then if you want to add yer own workshop stuff (trade dialogue 'n' s***), you just use the same greeting dialogue to start your scene.

 

Sadly, we can't just use a SharedInfo dialogue group. You have to specify the individual SharedInfo dialogue lines. Shame, as it would have saved a bunch of time to just point the game to an array of dialogue lines.

 

 

Edit: Nope, turns out I was wrong. Still get the "I want to trade some items" dialogue occurring just by being near the NPC.

Edited by FiftyTifty
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