Jump to content

Help - Custom Dialogue


Giramor

Recommended Posts

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 by Giramor
Link to comment
Share on other sites

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 by Giramor
Link to comment
Share on other sites

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

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

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

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

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...