Haruochan1 Posted December 26, 2016 Share Posted December 26, 2016 If I leave them empty they show up anyway. How do I get empty dialogue options to not show up at all? For example what if I want positive and negative to show and neutral and question to be omitted? Thanks for any assistance. Link to comment Share on other sites More sharing options...
Haruochan1 Posted December 28, 2016 Author Share Posted December 28, 2016 bump Any ideas? Link to comment Share on other sites More sharing options...
montky Posted December 28, 2016 Share Posted December 28, 2016 you ask a great question, to which I haven't yet come across a great answer.in the absence of other folks taking a stab at this one,I'll proffer some perspective. you're envisaging just havingtwo options on screen instead of all 4.maybe, you can put a box over the other options? that's an option of last resort.draw: box{dimensions} : speech instance code hereclear: box{dimensions}just a rectangle over the options you don't want folks to use...and then, after that speech-instance, clear the screen to get rid of the boxes you put there hehe. thinking about it more,it'd have to be some image file that displays the options,and I think that image has all 4 on the one image, with just a sprite or lighting effect + fade for indicating which options were chosen.instead of the 4 options all off-centered etc.I think it's just a python dropbox or something for the dialog screen...so, before the block of code for the options,you'd have to specify to it not to render to screen those other options, for that instanceor for that specific speech instance,set the input range for those options to be null:0 input.ie, you can press on those buttons, but nothing will happen...same for an override of the variable for each option box -set.transparency{optionbox no. x,y,z} override x,y,z (invisible) ONLY for that specific speech instance,otherwise you'll get random "options disappear" bugs crop up hehe. Ideally, the implementation should read how many options there are for the speech instance,say, 3 or 1 or 2 etc... and only render those, else all 4.It would waste less space etc than,assuming 4 as a default, but only rendering 2 and accepting inputs on 2 of the option buttons...The higher the charsima/intimidation comparison check at speech instance, then the different option boxesare different opacities.The "Causality; Color Coded FO3, FONV and FO4 speech options" mod project would have worked on a similar scope,to alter how those speech options were generated - that project hit a few snags. the idea?what if, you wanted to have say 100 options, when talking to a travelling con-man in FONV?you can't see the character for all the options... hehe. there's a timer too... gotta quickly find the right answer. likewise, what if you wanted the option box to move around on the screen relative to the player's pointing device? -the closer they try to move it to an option, the further that option moves away around the screen...say the playercharacter is under the influence of alcohol or drugs...what if you wanted the options menu to be blurry, or to change relative to player-state?so, it renders to screen say, you're on jet + wine + mentats + psycho etc - "you're gonna die"/"they're coming for me" etc,though really all the options are overriden to translate a press on the button to the negative option... what if you wanted a "best 2 of 5", pick more than one option, like pelmanism... sorta like LA Noire's speech system? pipe-dream;what if you wanted to go old-school -have some cross-interoperability with AIXML or AGI, say something like evie-bot etc...a chat agent...and have a text input string,and then have characters 'read' that input string.so, like in old fallouts, you could click on the 'scripted options', or, you could FORPG and 'type' your own input,which then gets parsed through an MCMC or through chomsky-schutzenbergers to produce a value from the string,which then produces a response...thee scripted responses produce a known value, for an unknown check value on the other side.meanwhile, user-inputted strings produce a variable output value, so you might have a better chance at success if you type.You could even punish user-inputted strings that contain profanity, or reward polite input strings... how cool would that be?!you could have text-to-speech while you're playing...that's something bethesda is looking into with FO4 VR and something that Fable 3 tried to implement...you're also passively learning how to type, or what manners are, and that speech acts have consequences etc... -----apologies for some lame pseudo-code ideas here,I hope i gave a few extension ideas for after you solve this intermittent problem. my FO4 mod fu is modest, and that's overstating it hehe,though, if no-one else from this part of Nexus can help,there are options; -> you can try asking your question on "the Lounge" board of the general Nexus forum - it seems to have a lot of traffic hehe.-> you can search at moddb, code-stack-exchange, github etc.-> you could search on YT about those python dropbox instances and how they're managed in the FO4 implementation - bethesda.net boards have links to a few nice tutorials. learning how to set layer opacity or transparencies, and where those image map pathways are in the FO4 implementation will be how you can make the option be invisible. good luck, I hope this was of some use anyhow,and I look forward to seeing what mods you come up with. Link to comment Share on other sites More sharing options...
Haruochan1 Posted December 28, 2016 Author Share Posted December 28, 2016 Thanks montky. You at least gave me a few ideas of where to poke around. If I come up with anything I'll let you know. ^^b Link to comment Share on other sites More sharing options...
Recommended Posts