oxBrandxo Posted September 7, 2016 Share Posted September 7, 2016 The title may be a little bit misleading. I'm creating a mod in the CK. I have the initial quest start-up going, but the next part of the quest requires that the previous NPC (Ria in this case) be currently following the player in order to trigger the dialogue to appear on the next NPC (Farkas). If she's not following, I don't want the dialogue to show up, but I don't really know how to set this condition in the CK. Any tips? Link to comment Share on other sites More sharing options...
cloud1234 Posted September 7, 2016 Share Posted September 7, 2016 (edited) Do like the Game Does, Relationship <= 0 No Follower Dialogue. Relationship >= 1 Follower Dialogue EditOnInit relationship = 0On Quest Complete relationship = 1 or condition GetPlayerTeammate == 1 or GetInFaction == CurrentFollowersFaction depending on your needs remember about == 0 or != 1 too Edited September 7, 2016 by cloud1234 Link to comment Share on other sites More sharing options...
oxBrandxo Posted September 10, 2016 Author Share Posted September 10, 2016 If I understand this correctly, the way that the first sentence is worded makes it seem like the dialogue is coming from Ria. Let me be a bit more clear: The quest involves Ria of the Companions, and is a full line revolving around her. At the end of the intro of the quest, the player is tasked with talking to other members of the Circle, with Ria as a follower. This will be set up so that, after the player initiates dialogue and has a bit of a back and forth, the game will take over with a scripted scene between Ria and the other NPC. Meaning, if Ria is not currently with you as a follower, then the other NPC will not have the dialogue option in the menu. If that's what you intended, then thank you. I'm new to all this, though I do have some small amount of programming knowledge, so I'm like 95% sure I'm just misunderstanding what you wrote. Link to comment Share on other sites More sharing options...
Ashenfire Posted September 10, 2016 Share Posted September 10, 2016 " If I understand this correctly, the way that the first sentence is worded makes it seem like the dialogue is coming from Ria. "Not so.When you add conditions, you can add it to any dialogue. It doesn't have to be Ria. This means that when the player is talking to the quest giver, you can add the conditions on the quest giver dialogue.If you choose the way @cloud1234 mentioned, it can work that way. One way to get dialogue to only show up, is make a new faction that pertains to a group of ideas.For instance, I created dialogue that only my created merchants could use.The merchants had all the vanilla factions and dialogue associated with them PLUS what I created. In that scenario, you create a faction that any NPC in the game can detect the faction to START the quest.You can either make the Player join the newly created faction whenever RIA joins the party or you can have the questgiver detect Ria in the party. In either case, using 'isinfaction' can be used without Ria being present or in dialogue. Link to comment Share on other sites More sharing options...
oxBrandxo Posted September 11, 2016 Author Share Posted September 11, 2016 (edited) I think I understand what you're both saying, though I seem to have ran into a problem with implementation. It's strange. I went through the walkthrough for the Creation Kit on the Bethesda site, and managed to get everything working as it was outlined there. However, when trying to implement what I learned from the tutorial into my own mod, I've run into a couple problems:Quest Aliases not working - This is the big one. After the initial dialogue with Ria, the player is guided to talk to Farkas. I have an alias set up for both characters (with fill-type UniqueActor 'Ria' and UniqueActor 'Farkas', respectively) yet for some reason they're not being properly called. The first demonstration of the problem is when the quest actually initializes at the end of Ria's dialogue chain. The quest starts, the objective updates, yet no marker is given to Farkas like it's supposed to be. This problem resurfaces when trying to limit the dialogue to Ria being in the party as a follower. I've managed to limit Farkas' dialogue to Quest Stage 10, and limit it to ONLY come from him, but when I try to set up a third condition (GetPlayerTeammate, run on Quest Alias 'RiaERP', ==1) the dialogue stops showing up even though Ria is following me. Not entirely certain what the problem is here. Journal Entry not updating - A relatively minor problem, but one that I made work before. I'm doing everything the same way as I did in the tutorial (with the exception of working on quest stages one at a time instead of making a big list of empty stages and working from there), so I'm not sure what is going wrong. When the quest initializes and the journal gets updated, nothing appears in the description other than the quest title and the objective. I haven't exactly planned out the full extent of where I intend to go with the quest, which is why I'm working one stage at a time. I have the barebones version in my outline/script document, but it's intentionally vague to leave me room to fill in the blanks later on since there will be several different objectives in-between the main points. Edited September 11, 2016 by oxBrandxo Link to comment Share on other sites More sharing options...
oxBrandxo Posted September 13, 2016 Author Share Posted September 13, 2016 (edited) Update and bump: Managed to figure out the above problems, however I'm having another issue. I decided to try testing the mod on a clean save, and everything is working as it should be. Except now the quest auto-initializes the moment the game starts, which is not what I want. The quest is not supposed to begin until after the character finishes the first dialogue chain with Ria. I can potentially solve this by making a mother quest that branches into another one, which is what I intend to do anyway, but the quest auto-starting and skipping things is not what I want. Any ideas? Edit: Managed to get things working properly by setting the 0 stage as the start-up. I'm a bit concerned with the fact that I had to skip to the end of the Companions questline to enable Ria as a follower, but in the future the quest will require the player to have completed it anyway so I guess it'll work out for now. Thanks for the help! Edited September 13, 2016 by oxBrandxo Link to comment Share on other sites More sharing options...
Ashenfire Posted September 13, 2016 Share Posted September 13, 2016 Story manager can start the quest based on who the person talks to, what the person picks up for inventory, when the personchanges location, etc.I never start my quests until the person triggers an event.I am not good at all events, but I can start quests based on dialogue.One that I have in development wont start until a player does a special favor for the quest giver. It has been almost 2 years since I worked on production. So I am warming up to modding again and balancing itwith learning how to code for my website. If you are good with what you have, then congratulations. If you are still wondering what else you can do, then maybe I can dust off my old mod and find somesamples for you. Link to comment Share on other sites More sharing options...
oxBrandxo Posted September 14, 2016 Author Share Posted September 14, 2016 Any and all help would be appreciated. I'm not really the type of person to just settle for "what works for now". Just because I managed to brute-force a simple solution now, doesn't mean that settling for newbie attempts will help me in the future. I would be grateful for anything you would be able to provide, and perhaps I could receive some guidance on how to go about some things I have planned in the future. Link to comment Share on other sites More sharing options...
PeterMartyr Posted September 14, 2016 Share Posted September 14, 2016 Do like the Game Does, Relationship <= 0 No Follower Dialogue. Relationship >= 1 Follower Dialogue EditOnInit relationship = 0On Quest Complete relationship = 1 or condition GetPlayerTeammate == 1 or GetInFaction == CurrentFollowersFaction depending on your needs remember about == 0 or != 1 too Guess giving a Hint To Help Yourself is Not Good Enough SoFunction SetRelationshipRank(Actor akOther, int aiRank) nativeIn Dailogue with Ria use has Script FragmentakSpeaker.SetRelationshipRank(Game.GetPlayer(), 1)Follower Options should Appear Link to comment Share on other sites More sharing options...
PeterMartyr Posted September 14, 2016 Share Posted September 14, 2016 or Event OnInit() RiaREF.SetRelationshipRank(PlayerREF, 1)EndEvent Link to comment Share on other sites More sharing options...
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