Giramor Posted February 27, 2012 Share Posted February 27, 2012 (edited) Salutations! I'm fairly new to using the CK, and there's a few questions which I have concerning various elements of dialogue. Firstly, how can I make it so an NPC sees a player, walks up, then forces a certain branch of dialogue. Secondly, how could I make it so the NPC says a certain thing/initiates a branch of dialogue when the player activates them instead of giving the player a generic greeting based on the race? (and could there be multiple greetings based around conditions?) Thirdly and lastly, I'm trying to figure out how specifically I would go about replacing various preset dialogues of an NPC, such as things they say during combat or idle chatter. I've searched in a few places, and I can't seem to find anything which is entirely applicable to what I want to know. Thanks in advance! EDIT: I've made it so the NPC uses a forcegreet package, but instead of walking up and initiating the branch of dialogue I've specified, he hands me a mace. Any ideas? Edited February 27, 2012 by Giramor Link to comment Share on other sites More sharing options...
Giramor Posted February 28, 2012 Author Share Posted February 28, 2012 (edited) Bump and edit: I found something which suggested make a scene using a forcegreet package and alias references, but upon entering the specified cell, absolutely nothing happens. Also, if I try to speak with him, he just gives me a preset line of race-specific dialogue; the conversation branch which I have written for him doesn't even come up. I'll go ahead and provide a few screenshots. The aliases:http://img651.imageshack.us/img651/5943/aliasesu.jpg The initial branch of dialogue which is supposed to fire after the (Hello) topic is said:http://img192.imageshack.us/img192/5265/initialbranch.jpg The (Hello) topic itself:http://img204.imageshack.us/img204/2973/thehellotopic.jpg and lastly, the scene which is supposed to forcegreet and call upon the aliases and the topic and the branch:http://img23.imageshack.us/img23/4419/thescene.jpg I apologize if I made any blatantly foolish mistakes, but I'm a beginner, and the CK is certainly not beginner-friendly! Edited February 28, 2012 by Giramor Link to comment Share on other sites More sharing options...
noctara Posted February 28, 2012 Share Posted February 28, 2012 Well, I can't see ur pictures... but did u actually set a command to start ur scene? whether through the tickbox "start on quest beginn" or with a "urscenehere.start()" command in the stages tab of the quest? Is ur cell interior or exterior? Is the quest already running or should it be enabled upon entering said cell? U can edit the idle-chatter, generic hellos and stuff through the misc-tab of ur quest. Just go sure to set the right conditions. Link to comment Share on other sites More sharing options...
Giramor Posted February 28, 2012 Author Share Posted February 28, 2012 Well, I can't see ur pictures... but did u actually set a command to start ur scene? whether through the tickbox "start on quest beginn" or with a "urscenehere.start()" command in the stages tab of the quest? Is ur cell interior or exterior? Is the quest already running or should it be enabled upon entering said cell? U can edit the idle-chatter, generic hellos and stuff through the misc-tab of ur quest. Just go sure to set the right conditions. I've gotten the miscellaneous speech to work (I actually had to create an entirely new .esp since I had bollixed something in the old one and dialogue wasn't working at all). As to your questions, it's in an interior cell (WhiterunBanneredMare), and it's supposed to activate a forcegreet scene when the player enters, though I'm not entirely sure how to do that! Would the quest be activated on some Change Location Event? See, I don't know exactly what to do - and I'm afraid to do anything since I messed it up completely last time. Link to comment Share on other sites More sharing options...
noctara Posted February 28, 2012 Share Posted February 28, 2012 I see. Well u probably need an event in order to trigger ur quest or ur scene (if the quest is already running). For my package, I set up the event with SMEventNodes (on change location).Luckily ur interior cell should already be defined as a location so u can skip that part. Unfortunately i am not at home right now, so can't tell u the exact steps, but generally u need to create a new change location event, hook it up with ur interior cell an ur quest. U should also set a condition, that it doesn't trigger again, once the quest started. Once done, u can set ur quest (in ur quest-tab) to start on event and set up ur aliases. U will need at least ur actor (I also used a xmarker for the triggerlocation of the scenepackage). Go sure ur aliases are placed in the cell. Then go and write ur initial-dialogue. For the first branch of a quest u can set the starting topic to “forcegreet” (this is not necessary, but might help). Do not fill the topic-info of that dialogue (if the topic is set to forcegreet it should appear here in brackets). Don’t forget to set the conditions (ur actorID) and to record a temp voice file. Now u can go to the scenes tab and create ur scene. U can tick the box “start on quest begin”, as ur quest will not start before entering the location. Add a new actor (ur actoralias) and a new phase to the end. Then u can add an action to that phase. Choose the forcegreetpackage and edit the topic to fit ur dialogue starting topic. I also edited the triggerlocation to the xmarkeralias I placed in my interior.If I didn’t forget anything ur forcegreet should be working now. Save and test :thumbsup: Link to comment Share on other sites More sharing options...
Giramor Posted February 28, 2012 Author Share Posted February 28, 2012 I see. Well u probably need an event in order to trigger ur quest or ur scene (if the quest is already running). For my package, I set up the event with SMEventNodes (on change location).Luckily ur interior cell should already be defined as a location so u can skip that part. Unfortunately i am not at home right now, so can't tell u the exact steps, but generally u need to create a new change location event, hook it up with ur interior cell an ur quest. U should also set a condition, that it doesn't trigger again, once the quest started. Once done, u can set ur quest (in ur quest-tab) to start on event and set up ur aliases. U will need at least ur actor (I also used a xmarker for the triggerlocation of the scenepackage). Go sure ur aliases are placed in the cell. Then go and write ur initial-dialogue. For the first branch of a quest u can set the starting topic to “forcegreet” (this is not necessary, but might help). Do not fill the topic-info of that dialogue (if the topic is set to forcegreet it should appear here in brackets). Don’t forget to set the conditions (ur actorID) and to record a temp voice file. Now u can go to the scenes tab and create ur scene. U can tick the box “start on quest begin”, as ur quest will not start before entering the location. Add a new actor (ur actoralias) and a new phase to the end. Then u can add an action to that phase. Choose the forcegreetpackage and edit the topic to fit ur dialogue starting topic. I also edited the triggerlocation to the xmarkeralias I placed in my interior.If I didn’t forget anything ur forcegreet should be working now. Save and test :thumbsup: Alright, thanks! I'll try that and let you know the results. Link to comment Share on other sites More sharing options...
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