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A question about Dialogue


JoKelly

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"In the old days ..." they used "broadsheets" instead of "folded newsprint" to publish the news. Those are basically posters, read out by the relatively few literates to the crowd. (One way to enforce "less is more".) Not clear to me if you can make a poster into something you can pick up, but they used to just post new ones over old ones. (Much like local band concert posters today.) That would certainly give you something interesting to look at on building walls.

 

-Dubious-

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Aren't the slideshows at the end of the game and dlc's basically just a static mesh they drop in front of the player through a script with a timer?

 

Couldn't you theoretically have it use a button press instead of a timer to turn pages? Sometimes custom companions get in the way of those slide shows, but if reading materials could be implemented in that way, that'd potentially add a lot to future mods as well.

 

I mean, I'm not 100% sure that's how it works, I just vaguely remember seeing something like that when I was digging around in stuff a while back, but readable books, comics, newspapers and magazines like that would be a pretty big deal even if it doesn't seem like it would be. I always missed the books from TES when playing and making stuff for Fallout.

Edited by uhmattbravo
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Thats pretty much what the slide show is, though its more a room in a internal cell with the screen static that the PC is transported to.

 

Hmmm if MkTavish can get his comic book generator to work, I think the newspapers could be done as a separate esp at least at first to test it on. Each edition could be a static that is found on a table like notes and holotapes.

instead of adding it to the inventory when selected it could be an activator with a choice to either read or drop. if you read it, your teleported to the paper room and the edition is right there in all its glory to read.

 

a broadsheet (Thanks Dubious) would be the easiest to implement being only one page but for more pages I guess that you could link each page/slide to a hot key to advance it. not being a great script writer, I personally cant see any reason it wouldn't work but you never know with the GECK.

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So explain it ... You walk up and click a "clutter item"

 

The players view is transported , by simply transporting the player to XmarkerHeading.

Then their controls are disabled.

And some textures are placed infront of them.

And an NPC can be placed there to narrate it.

Edited by Mktavish
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not a clutter item per se. when making notes, you can pick just about any static to use, and the same for Activators. so a simple static plane with a newspaper texture as an activator. you could have several to use as clutter, and then one to how ever many that are activators, enabled one by one using script that counts the number of days passed.

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Would this be the object to duplicate , and then change its textures ? "VVault11ExterminationSlides"

 

I'm not having much luck attaching my texture to it ... which mine is 2mb ... is the size the problem maybe?

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Mktavish

 

Would this be the object to duplicate , and then change its textures ? "VVault11ExterminationSlides"

 

I'm not having much luck attaching my texture to it ... which mine is 2mb ... is the size the problem maybe?

 

I think thats the correct one, I don't have access to GECK at the moment so I can't check.

 

The size shouldn't matter, most of the textures I've made were 1.5 mb and up. though recently I've run into the exact same issue with a billboard static and custom texture. It might be a NIFscope issue, I seem to remember reading somewhere, that sometimes textures wont appear in NIFscope but will appear in game. I'll check that out when I get back.

Edited by JoKelly
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Mktavish

 

Would this be the object to duplicate , and then change its textures ? "VVault11ExterminationSlides"

 

I'm not having much luck attaching my texture to it ... which mine is 2mb ... is the size the problem maybe?

 

I think thats the correct one, I don't have access to GECK at the moment so I can't check.

 

The size shouldn't matter, most of the textures I've made were 1.5 mb and up. though recently I've run into the exact same issue with a billboard static and custom texture. It might be a NIFscope issue, I seem to remember reading somewhere, that sometimes textures wont appear in NIFscope but will appear in game. I'll check that out when I get back.

 

 

Oh ... am I suppose to be doing something with NIFscope ? LOL ... I've never even downloaded that before.

Hmmm guess I have a lot of learning to do first.

Unless you just want me to send you some .png's ... and you see what you can do with them ?

 

This program I have just exports a PDF file ... but I can't seem to activate it with my CD key ... guess their validation website is defunct. However I just captured a screen shot of it , then dropped it in Paint , cropped it then saved as a PNG .

Would there be a better format to save it as ?

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And by the way , I was just using this website ... https://online-converting.com/image/convert2dds/

 

To turn my png into a dds ... with the keep proportions checked.

 

Incidentally ... I was working on a mod with someone where we used talking activators (set invisible) to trigger the dialogue menu in order to display descriptive text , as an examination option of an object . Was for a detective story mod ... never finished though.

 

They also were able to set the response text limit beyond the 150 char limit. Can't remember the new limit , and .ini file setting though.

Edited by Mktavish
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