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Location-specific dialogue for companion


th3overseer

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I'd like to basically recreate the thing Cass does where she'll make specific comments for different locations the player takes her. Like, she'll have dialogue that only plays in Goodsprings, etc. I'd like the companion in my in-progress mod to do this. So, how is it done?

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Its just another condition put on the info response in the topic tab. Same place you put the GetIsID condition.

 

GetInCell , GetDistance to an Xmarker ... err any specific reference will work.

And there is probably more conditional functions that will work depending on the application.

Edited by Mktavish
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Is this for dialogue that appears when you talk to her? As if, for instance, you talk to her, and instead of her usual "hello" greeting she would say something like "We're in Goodsprings right now"? if so you can use conditions (GetInCell, GetInWorldspace, etc) alongside the usual GetIsID stuff, like Mktavish said.

 

But if you want her to make random comments while following, Cass has a specific quest + script that you can copy. The quest is VCassTimer and the script is VCassTimerGeneralBarkScript.

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Cass's dialog is a jumbled freaking mess. She almost never speaks form the top level and getting her to actually say any custom dialog you add is almost impossible. I've thought about extracting all of the voice files and completely redoing it all to make it more moddable, but then I don't really like Cass all that much so I've never bothered.

 

Look at Veronica for examples. Her dialog isn't so much of a huge freaking mess, and she also makes location-specific comments (as do other companions).

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Is this for dialogue that appears when you talk to her? As if, for instance, you talk to her, and instead of her usual "hello" greeting she would say something like "We're in Goodsprings right now"? if so you can use conditions (GetInCell, GetInWorldspace, etc) alongside the usual GetIsID stuff, like Mktavish said.

 

But if you want her to make random comments while following, Cass has a specific quest + script that you can copy. The quest is VCassTimer and the script is VCassTimerGeneralBarkScript.

 

Yeah, I'm going for just area-specific idle comments. I'm not script-savvy enough to know what I'm supposed to be copying with her in order to make this work.

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Well, hit me up then and I'll give you some scripts n shiz. I got Anaximander from Boom to the Moon to talk like that with a copy of Cass' script that I tweaked to fit my needs :smile:

Cool, I will IN THE FUTURE. I'm taking a mod break now that this one is pretty much done.

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  • 9 months later...

Any updates to this mods or any other mods like this? Going through my first play through and am really frustrated with how much of a mute Cass is compared with how quippy I read she used to be.

 

I think the OP was just using Cass as an example ... their mod has nothing to do with her ?

 

If you have a mod for Cass that is altering her Vanilla behavior. Plz mention that , as it can be very pertinent .

 

Like madmongo mentioned ... her dialogue is a mess to sort out.

But if I had to guess from an initial peek & poke of that scripting.

 

this script "VCassTimerGeneralBarkScript" & "VCassTimerRegionBarkScript"

... this block of lines ...

 

ElseIf (bCassBarked == 1) && (GameDaysPassed >= fSpeakTime + 1.0)
Set bCassBarked to 0
Return
Alter the + decimal ... try .5 or less for example.
And I didn't notice/probably missed the use of this variable declared in the general bark script "fRandom"
But any time you see that used in either script ... skew the number to bottom or top of 100% range.
You should notice right away if it makes a difference in game testing on either or both of those together.
That's if my theory is right ~ which I would defer to madmongo & Jokerine on that ... So really just a mention incase it helped their research out.
Edited by Mktavish
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