th3overseer Posted October 9, 2016 Share Posted October 9, 2016 Stupid title, I know. Sorry. So, I'm working on a mod, and one of the features is a bar/brothel, and naturally, I scattered a few prostitutes around. They're pretty much just copies of the Gomorrah ones, except for this weird dialogue issue. When you just walk past them, they say the generic lines, like usual. But if you actually initiate conversation with them, instead of it prompting a generic line, it actually enters conversation and they give me that "What do you need?" thing. Is there some way I can make them just act like the vanilla Gomorrah hookers? Link to comment Share on other sites More sharing options...
Jokerine Posted October 9, 2016 Share Posted October 9, 2016 So, you just want them not to initiate actual conversation with the player? Hm... well, a way you could prevent that for the time being (and have a bit of fun) could be to give your NPCs a script like this... Begin OnActivate If IsActionRef Player ShowMessage SomeMessage else Activate endif END You could write a message and replace SomeMessage with it. Write one that says something like "the prostitute winks at you" or whatnot that would appear if the player activates them. You could just replace that line with Return if you'd rather have the script not do anything. Of course this means the player may not be able to loot 'em if they kill 'em but if you make them essential then it wouldn't matter much :P This is kinda hackish but it could tide you over until someone more knowledgeable comes along. I also didn't test this so YMMV but I have something like that set up in my current NV mod. Good luck! Link to comment Share on other sites More sharing options...
th3overseer Posted October 9, 2016 Author Share Posted October 9, 2016 So, you just want them not to initiate actual conversation with the player? Hm... well, a way you could prevent that for the time being (and have a bit of fun) could be to give your NPCs a script like this... Begin OnActivate If IsActionRef Player ShowMessage SomeMessage else Activate endif END You could write a message and replace SomeMessage with it. Write one that says something like "the prostitute winks at you" or whatnot that would appear if the player activates them. You could just replace that line with Return if you'd rather have the script not do anything. Of course this means the player may not be able to loot 'em if they kill 'em but if you make them essential then it wouldn't matter much :tongue: This is kinda hackish but it could tide you over until someone more knowledgeable comes along. I also didn't test this so YMMV but I have something like that set up in my current NV mod. Good luck! I like the idea of this, but it seems like there is an error somewhere in there, since the GECK won't allow me to save it. I'm like 99% sure it's on my end, since coding/scripting isn't my wheelhouse. Link to comment Share on other sites More sharing options...
uhmattbravo Posted October 9, 2016 Share Posted October 9, 2016 Do you use geck power up? It tells you why scripts fail when they do. Just that feature alone straightens out the learning curve substantially. That said, put " == 1" after "if isactionref player", and you should be good. Geck PU would've likely at least pointed you to the line and that it was a syntax error. I was apprehensive about trying it, myself, initially, but now I don't know how I ever lived without it. Link to comment Share on other sites More sharing options...
Jokerine Posted October 10, 2016 Share Posted October 10, 2016 So, you just want them not to initiate actual conversation with the player? Hm... well, a way you could prevent that for the time being (and have a bit of fun) could be to give your NPCs a script like this... Begin OnActivate If IsActionRef Player ShowMessage SomeMessage else Activate endif END You could write a message and replace SomeMessage with it. Write one that says something like "the prostitute winks at you" or whatnot that would appear if the player activates them. You could just replace that line with Return if you'd rather have the script not do anything. Of course this means the player may not be able to loot 'em if they kill 'em but if you make them essential then it wouldn't matter much :tongue: This is kinda hackish but it could tide you over until someone more knowledgeable comes along. I also didn't test this so YMMV but I have something like that set up in my current NV mod. Good luck! I like the idea of this, but it seems like there is an error somewhere in there, since the GECK won't allow me to save it. I'm like 99% sure it's on my end, since coding/scripting isn't my wheelhouse. It compiles properly for me. Make sure you add a name (scn ScriptName line at the beginning) and change the SomeMessage part to your custom message. Besides that, yeah, install the GECK Power Up and it'll tell you where the problem is, if any. Link to comment Share on other sites More sharing options...
th3overseer Posted October 10, 2016 Author Share Posted October 10, 2016 So, you just want them not to initiate actual conversation with the player? Hm... well, a way you could prevent that for the time being (and have a bit of fun) could be to give your NPCs a script like this... Begin OnActivate If IsActionRef Player ShowMessage SomeMessage else Activate endif END You could write a message and replace SomeMessage with it. Write one that says something like "the prostitute winks at you" or whatnot that would appear if the player activates them. You could just replace that line with Return if you'd rather have the script not do anything. Of course this means the player may not be able to loot 'em if they kill 'em but if you make them essential then it wouldn't matter much :tongue: This is kinda hackish but it could tide you over until someone more knowledgeable comes along. I also didn't test this so YMMV but I have something like that set up in my current NV mod. Good luck! I like the idea of this, but it seems like there is an error somewhere in there, since the GECK won't allow me to save it. I'm like 99% sure it's on my end, since coding/scripting isn't my wheelhouse. It compiles properly for me. Make sure you add a name (scn ScriptName line at the beginning) and change the SomeMessage part to your custom message. Besides that, yeah, install the GECK Power Up and it'll tell you where the problem is, if any. Cool, I'll give that a try. Thanks! Link to comment Share on other sites More sharing options...
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