kitcat81 Posted July 17, 2017 Share Posted July 17, 2017 (edited) Hey all, please help me to uderstand what I`m doing wrong. I created a new quest with some shared topics and a new greeting sceene . It is supposed to be a kind of generic dialogue between player and some workshop npc, and it`s a very short scene - just a line for player and a line for npc. It works in game, the problem is that the game tries to run the scene for every settler while I only need it to run if player tries to talk to npc with a specific keyword. I tried to set conditions for the player input ( to run only if the target has the keyword) but it did not change anything. Each time I talk to any workshop npc, I tell the topic from my quest instead of usual dialogue. I was looking for a solution for a few hours, but as soon I wrote on nexus I found it :D ... Seems like it happens to me very often. Nexus brings me luck. So the reason was that I set conditions in in the topic that is placed in the scene, but I had to set the conditions for the copy of the topic that is saved in misc tab of the quest. This not intutive at all... I don`t even know how I managed to get an idea to try it this way. Edited July 18, 2017 by kitcat81 Link to comment Share on other sites More sharing options...
T0O00O0O Posted July 19, 2017 Share Posted July 19, 2017 (edited) redacted Edited December 6, 2017 by T0O00O0O Link to comment Share on other sites More sharing options...
kitcat81 Posted July 19, 2017 Author Share Posted July 19, 2017 Hi T0o00o0o .Thank you ! I also never did anything like that berore ;)...It is the first time I`m creating a dialogue, just a test. I know about conditions and how to set them for some other things or how to use them in scripts, but I`m totally new to the dialogue system and there are only tutorials on how to create a dialogue for your custom unique npc wich is not what I`m trying to do. So I used an existing generic Vendor dialogue quest as a reference for my own quest. The problem was that it all looked quite messy compare to scripting. I just have to try all possible combinations or to guess. I.e. For creating a shared info (that can be reused multiple times) you create a shared topic in the Misc Tab and add the info there giving it a unique ID. Then you create a reference of the info in the topic that should initiate the dialogue (like hello/greeting or something else). Then you create the same thing in the quest scene. So it`s like 3 copies of the same info in the quest , but conditions only work for the copy that is located in the "Greetings" group. Link to comment Share on other sites More sharing options...
T0O00O0O Posted July 20, 2017 Share Posted July 20, 2017 (edited) redacted Edited December 6, 2017 by T0O00O0O Link to comment Share on other sites More sharing options...
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