cumbrianlad Posted March 1, 2017 Share Posted March 1, 2017 Hello! As the title asks, how do you do this? I've obviously added the player as an alias to the quest, so that I can add the player as a new actor in the scene.It's just a question of the correct way to add the player's dialogue action. I can see no tutorials anywhere that tell you how to do this. For now, all I want to do is have the player subtitle come up to say "I don't know what to say..." The NPC then continues with "There's no need to say anything. If I acquit myself well today, I'll offer you my services." It just seems a whole lot more natural for the player to be involved every now and then whilst walking to the tomb with the NPC than to have the NPC doing all the talking and the player seeming like an ignorant slob and saying nothing. Link to comment Share on other sites More sharing options...
duude98 Posted March 1, 2017 Share Posted March 1, 2017 Whenever I want the player to have dialogue in a scene, I give the NPC with the next line a forcegreet, and condition the stage in the scene not to finish until the response is done. Granted, that brings up the dialogue menu so that might not be what you need. What happens when you just give the player a line of dialogue like a normal NPC? Link to comment Share on other sites More sharing options...
cumbrianlad Posted March 1, 2017 Author Share Posted March 1, 2017 Thanks for the reply duude98, That's just it. I can't edit the topic info in the scene dialogue, as you do in the player dialogue tab, so I'm left with the 'prompt'. I enter the line there and the dialogue is simply skipped. I can't see that I need to enter anything in the 'response', so I haven't tried that. What you're suggesting could be what I need, though. Could you elaborate on the procedure? Let's say, for my example, My NPC says in action 7, "I made an oath to my grandpa. I swore fealty to the dragonborn...that's you." The player is supposed to say: "I don't know what to say..." The NPC then replies: "You don't need to say anything. If I acquit myself well today, I'll offer you my services." At what point do I apply the force greet and how do I do it? Link to comment Share on other sites More sharing options...
Tasheni Posted March 3, 2017 Share Posted March 3, 2017 (edited) It seems to be not so easy to achieve this. To give the player alias dialog in a scene doesn't work. I use other ways to involve the player into talk. I use blocking topics to force a dialog with a follower, but sometimes they will be cutted off. You could use a condition on that blocking topic that fires, when the scene action is completed. But the player has to activate the npc to show the lines. Or you simply use a hello that is similar conditioned, without checking the goodbye box. So the npc dialog menu will show up and could display the dialog you need in this situation. You could make two scenes and the hello between them and start the second scene with a script. You can try to give the scene dialog a force greet package that points to the hello, but normally it's not needed if your hello is right placed in the stack and well conditioned. Edited March 3, 2017 by Tasheni Link to comment Share on other sites More sharing options...
cumbrianlad Posted March 3, 2017 Author Share Posted March 3, 2017 Thanks Tasheni. I don't feel so dumb now. For what I initially wanted, I'll cut out the idea of player dialogue and alter one line of the NPC's response instead. I'm guessing that doing as you suggested will be at least stop/start. Seeing as Joncis is walking towards his marker on the bridge at the time, that wouldn't seem right. It's better to just let him say his few lines before charging off to escort the player to the tomb. I'll just delete the scene player line and add a timer to make the conversation seem more normal. I only have to alter one of his dialogue lines "You don't have to say anything. If I acquit myself well I'll offer my service as the last of the Dragonguard." The line might work alright if I just do it without a timer so that he hurries into the line. What I will do is play around with the final two or more scenes in the mod along the lines that you suggest. That's pretty important because I want Ketilbjorn (the boss) to lecture the player and for the player to reply with a heroically defiant little speech before Ketilbjorn sends the troops in. "Die you villainous piece of ****!" or something. Hurray for the dragonborn! Lets kill the baddies and loot their trophy-laden corpses! Our children will all rest easily in their beds after this heinous monstrosity is slain. Link to comment Share on other sites More sharing options...
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