JagMaker Posted July 12, 2017 Share Posted July 12, 2017 (edited) so, i want to make very simple automatic dialogue between player and npc without any choises, such as: (npc) - hello(player) - hello, how are you?(npc) - i'm fine, and you?(player) - pretty well looks like nothing to do, but if to make it as 'greeting' - 'phase1' - 'phase2' - 'phase3' standard filled by player's and npc's actions and words - in game i getting only 'pretty well' and no dialogue. love CK so much :wallbash: Edited July 12, 2017 by JagMaker Link to comment Share on other sites More sharing options...
stonefisher Posted July 13, 2017 Share Posted July 13, 2017 Dont you need four conversation options without exception? Link to comment Share on other sites More sharing options...
llamaRCA Posted July 13, 2017 Share Posted July 13, 2017 Dont you need four conversation options without exception? The CK lets you do 4 or 1 easily and it looks like it should (you could do only two or three responses, right? but it looks bad because the wheel shows all four options available even if a couple of them are empty). When you use the one response option there is no choice to be made by the player nor does the wheel show on screen. The player character simply delivers the line and the scene moves on. @JagMaker - I can't tell what's wrong with the dialogue from that screenshot. I've used the single response a couple of times and my setup looks the same. If you want to look further into what might be wrong you can go look at where it's done in the vanilla game. Dogmeat has a quest with a collection of scenes most of which are from when you first meet him at the Red Rocket. The player has single lines there. You might want to check all your forms to see if they match with what the vanilla devs did to get that working. Link to comment Share on other sites More sharing options...
werr92 Posted July 13, 2017 Share Posted July 13, 2017 There are plenty of things that can go wrong. Pay attention to "Edit Actor Behavior" and "Edit Actor Flags". If the player is marked to be "use scene packages only" for example, it will lead to the scene being frozen because you have not passed the player's control to AI. Though im not 100 percent sure right about my particular example now, but if you had ai packages in the player's segment of a scene it would have failed as described. My point here is to check all the minor conditions, don't neglect 'em. Link to comment Share on other sites More sharing options...
JagMaker Posted July 14, 2017 Author Share Posted July 14, 2017 Dont you need four conversation options without exception? yes, i know i can make four, but i want one only, and without the need to choose) ps. i think i understand now how was born 'yes' - 'no' - 'sarcasm' dialogue system, hehe) Link to comment Share on other sites More sharing options...
JagMaker Posted July 14, 2017 Author Share Posted July 14, 2017 Dont you need four conversation options without exception? The CK lets you do 4 or 1 easily and it looks like it should (you could do only two or three responses, right? but it looks bad because the wheel shows all four options available even if a couple of them are empty). When you use the one response option there is no choice to be made by the player nor does the wheel show on screen. The player character simply delivers the line and the scene moves on. @JagMaker - I can't tell what's wrong with the dialogue from that screenshot. I've used the single response a couple of times and my setup looks the same. If you want to look further into what might be wrong you can go look at where it's done in the vanilla game. Dogmeat has a quest with a collection of scenes most of which are from when you first meet him at the Red Rocket. The player has single lines there. You might want to check all your forms to see if they match with what the vanilla devs did to get that working. Yeah, i saw one-line dialogues, but they was between npc and npc..ty anyway, i'l check this thing with Dogmeat! Link to comment Share on other sites More sharing options...
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