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Activating passive NPC dialog.


Alkoponen

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I've been looking into the MQ101 and wondering how the passive NPC dialogue is triggered. Can anyone hint me in the right direction?

 

I mean how they get NPC to say something specific on certain spot? Is it scripted on markers or triggered by quest stage somehow?

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Its a forcegreet package on a NPC when the player get within a certain radius of the NPC. You will need to do a quest with an appropriate force greet package, the quest could either be start game enabled which is not reccomended or start it with Story Manager based on for example the location of the player.

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Its a forcegreet package on a NPC when the player get within a certain radius of the NPC. You will need to do a quest with an appropriate force greet package, the quest could either be start game enabled which is not reccomended or start it with Story Manager based on for example the location of the player.

 

Thanks, I'll try that.

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Ok, it's not forcegreet. My explanation was a little bad.

 

I don't know what it's called when NPC's talk towards the player or alone to themselves without activating the dialogue window. I'm searching something like that and how to trigger it on a spot.

 

I found out that idlemarkers and xmarkers have "Topic" under Patrol Data tab to activate specific response when they use the marker. Unfortunately this drop down list only accepts things like (hello),(agree) etc. and not real topic. Little bit frustrating.

 

MQ101 seems to have some dialogue like "Let's go" and "Follow me" categorized under Misc tab with the label (SharedInfo), but I can't seem to find how the quest actually triggers them.

 

I need help from someone wiser than me to figure this out. :laugh:

Edited by Alkoponen
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When NPC's talk to each other when the player approaches that is acomplished with a scene.

 

When NPC's say things like 'Ive been hunting and fishing...." when the player approaches that is a 'hello' line put in the misc tab of a quest (usually a dialogue only quest) that can either be enabled at start or triggered.

 

When you want an NPC to engage in conversation with the player that's a forcegreet in a quest triggered by whatever method is appropriate for what you want.

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I ran into problem of dialogue not activating in the scene.

 

Here is the scene:

 

http://i.imgur.com/8kv8Fzt.jpg

 

I've added some debug stuff to wait actions so I know the scene is executing alright. Actors are moving correctly with travel packages. Scene just seem to ignore the dialogue part completely. Dialogue has recorded audio that plays fine in CK.

 

I've also made .seq file with SSEEDIT into seq folder.

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Are you sure SE Seq files are the same as vanilla ones? - I'm afraid I don't know.

 

What do you mean by this? That the SSEEDIT doesn't generate proper .seq for SE?

 

I tried and generated a .seq file also from creationkit.exe with -GenerateSEQ:pluginname.esp. I got the .seq file and placed it in the seq folder. Still not working. :sad:

Edited by Alkoponen
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Sorry, I had assumed you were using non SE skyrim as your on this forum.

 

In which case you might want to check the conditions on the dialogue, in case they are not being met etc.

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