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General dialog for npcs


gerg357

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You start with a quest. Searching Google for "creation kit skyrim dialogue" will give you several links on how to create dialog.

 

Once you have the dialogue, then you can execute scripts from the fragments. The best way I have found to take and add to NPC inventories is using the ShowGiftMenu() function in the Actor script. Details are at http://www.creationkit.com/index.php?title=ShowGiftMenu_-_Actor. You can execute that from the fragment with the following line:

 

akSpeaker.ShowGiftMenu(true,none,false,false) ; this will allow you to add to the NPC's inventory without a filter, not showing stolen items and not using favor points

 

 

Change the first parameter to false to remove items from the NPC inventory. Also, be sure to set the actual response that you attach this fragment as a "Goodbye" response to close the dialog. Otherwise you get conflict for the mouse clicks between the dialog and menu.

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Cool let's say I want a dialog for all npcs like the gift one is setup how do i set what npcs can access the dialog

The gift menu is not a dialog, so I am not sure what your thinking is there given those are apples and oranges.

 

As far as setting a dialog on all NPCs, who gets a dialog or not is controlled by conditions on the quest and the dialog topic. VoiceTypes also have impact on whether or not it shows up, particularly if you have voiced dialog. Theoretically, if you specify a quest and dialog with no conditions it will show up on every NPC in the game that allows you to enter dialog.

 

To limit who gets the dialog, add conditions. For example, I have a dialog that allows the player to hire any non-essential, non-protected, non-merchant NPC to be a personal crafter. I put three conditions on the dialog that requires those three keywords to not be present.

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ok i think im following ya so far so lets set this up this way...lets say i do get a general dialog for all npcs... how do i script my dialog to do something for example.. start a quest or give a item or something like that... lets say a begger dialog.. that you ask a npc for coin.. lets say i want to give a certain ammount to player only if a npc has it on them..and maybe use the math random function to decide if they will give you coins or not.. i am pretty sure i can do it with a activator but i want to do this while interacting with a npc with dialog..

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If you doubleclick on the topic answer in Playerdialog you get a new window, there you can:

1. Set the conditions , wich npc get the dialog.

2. Assign the script, which shall handle the action while the npc answers to the topic.

 

Thats what I will try to do, when my dialog finally will appear☺

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