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Oblivion CS, Trying To Add Dialog Topic To Every Npc?


MikJames

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Trying to add a dialog topic to every npc in game. I drew from share and recruit for inspiration as the friend topic is always front and center in that mod.

So I created a quest, start game enabled, set priority to 99 Didn't set any conditions for now during testing, added some dialog in the topics tab and saved.

 

So in theory the quest should start when the game loads, and add the single topic from the quest to every npc in the game, but no dice. I went over how csr pulled this off again and again but I just can't see what I am missing here.

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Does AddTopic (or something like it) do anything? For example:

AddTopic YourNewTopic

Other than that, depending on what it is you are trying to do with the dialogue, you probably would not necessarily have to set the priority that high. :thumbsup:

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Does AddTopic (or something like it) do anything? For example:

AddTopic YourNewTopic

Other than that, depending on what it is you are trying to do with the dialogue, you probably would not necessarily have to set the priority that high. :thumbsup:

So what you're saying is, topics aren't added automagically, and I'd need a script for that?

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I have no idea, actually. I have the same issue with new topics myself, and using AddTopic seems to make the topics appear. So I use the AddTopic command. :blush:

 

The CS wiki quest tutorial also uses AddTopic, now that I checked. Maybe some of the existing quests (with their own dialogue) do the same thing somewhere, either in the result fragment boxes for quest stages or other topics, or in the main quest script. The AddTopic was the only thing I could think of myself. Hopefully someone else can help you more.

Edited by Contrathetix
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I have no idea, actually. I have the same issue with new topics myself, and using AddTopic seems to make the topics appear. So I use the AddTopic command. :blush:

 

The CS wiki quest tutorial also uses AddTopic, now that I checked. Maybe some of the existing quests (with their own dialogue) do the same thing somewhere, either in the result fragment boxes for quest stages or other topics, or in the main quest script. The AddTopic was the only thing I could think of myself. Hopefully someone else can help you more.

 

You've helped me plenty :)

Haven't been in the mood to mod for a couple days, but when I jump back in I will follow your advice.

You are absolutely right now that I think about it, whenever a quest is started and new dialog trees are made available in game there is always a console message that reads "topic added". Should be able to just add it in as part of the quest staging script.

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  • 3 years later...

I just answered that in another thread earlier today...

 

You can't add the topic to every or any NPC as you do vice verse and add NPCs to a topic so if you want to add every NPC to the topic, you will have weeks of work to do or even months, adding every single NPC to the topic with conditions and adding them to the quest BedRental as it is the same with quests, you cant add a quest to an NPC as you add the NPC or anything related to the quest, -> to the quest.

 

The command addtopic can be used to a NPC of course, but only if that faction that the NPC belong to is added to the topic or if the NPC is added and that the condition that allows it to be added is fullfilled.

Edited by Pellape
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You shouldn't give a so high priority to your quest, it's likely to cause CTD's.

 

Your dialog should work fine with a priority of 50.

 

To avoid any instability always start your editorID's with a letter.

 

You should better add your dialog with a script like this:

 

_______________________________________________

 

ScriptName YourChosenName

 

short DoOnce

 

Begin GameMode

 

addTopic TopicEditorID

 

set DoOnce to 1

 

endif

end

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