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Posted
So I'm trying to start a scene every day at a certain time. It's a mundane thing, 2 characters just chit chatting. What I am confused about is how I can actually start the scene. So far I made the scene with the dialogue and made packages inside the scene for them to meet up at 3pm but I am confused about how to actually tell the game to run the scene every day at 3pm...
Posted

I did some poking around in the CK for you and this is what I found. Im no expert so take my findings lightly.

 

Misc chatter scenes like this are controlled by Story Manager event nodes. The type of node you are concerned with is the Actor Dialogue Event. To get there open the Object Window and go to Character > SM Event Node > Actor Dialogue Event. Here you can see a bunch of branch nodes that fire under certain conditions like 'GetInCurrentLoc WhiterunHoldLocation == 1' Going further into the branches shows more conditions so I suspect in order for a quest node to fire it must meet its own conditions and the conditions of each branch above it.

 

Looking at DialogueWhiterunAnoriathElrindirScene1 found under

 WhiterunHoldScenes > WhiterunConvoScenes > Random Quest Node: WhiterunDrunkenHuntsmenScenes 

 

I see that this conversation all in all must meet these conditions

GetInCurrentLoc WhiterunHoldLocation == 1
GetInCurrentLoc WhiterunLocation == 1
GetInCell WhiterunDrunkenHuntsmen == 1

 

Now lets look at the actual quests in these nodes. Go to Character > Quest > Dialogue > DialogueWhiterunAnoriathElrindirScene1

Really the only thing going on here is the conversation.. argument under the scenes tab and the SM Event Type under Quest Data tab declaring this quest as a Story Manager event of the dialogue type. So if youve followed this far you probably dont need to be told all you have to do is make you scene in its own quest and add it to the proper SM node that meets the desired conditions.

 

btw dont bump threads its annoying and against the rules

Posted

I did some poking around in the CK for you and this is what I found. Im no expert so take my findings lightly.

 

Misc chatter scenes like this are controlled by Story Manager event nodes. The type of node you are concerned with is the Actor Dialogue Event. To get there open the Object Window and go to Character > SM Event Node > Actor Dialogue Event. Here you can see a bunch of branch nodes that fire under certain conditions like 'GetInCurrentLoc WhiterunHoldLocation == 1' Going further into the branches shows more conditions so I suspect in order for a quest node to fire it must meet its own conditions and the conditions of each branch above it.

 

Looking at DialogueWhiterunAnoriathElrindirScene1 found under

 WhiterunHoldScenes > WhiterunConvoScenes > Random Quest Node: WhiterunDrunkenHuntsmenScenes 

 

I see that this conversation all in all must meet these conditions

GetInCurrentLoc WhiterunHoldLocation == 1
GetInCurrentLoc WhiterunLocation == 1
GetInCell WhiterunDrunkenHuntsmen == 1

 

Now lets look at the actual quests in these nodes. Go to Character > Quest > Dialogue > DialogueWhiterunAnoriathElrindirScene1

Really the only thing going on here is the conversation.. argument under the scenes tab and the SM Event Type under Quest Data tab declaring this quest as a Story Manager event of the dialogue type. So if youve followed this far you probably dont need to be told all you have to do is make you scene in its own quest and add it to the proper SM node that meets the desired conditions.

 

btw dont bump threads its annoying and against the rules

 

 

Thanks a lot, this worked perfectly!

Posted
I didn't follow all of that :'( I need to make a guy preach talos stuff like heimskr in whiterun. I saw no confitionals like that in the quest which holds the scene. What is the sm? Do they cover it all in the beth tutorial
Posted

@Korodic Bethesda touched on it briefly in their SM tutorial but nothing about using it for dialogue. Sorry for not mentioning it, SM stands for radiant story manager.

 

In your case open your Objects window and navigate to Character > SM Event Node and open the Change Location Event node. I know this is the node Heimskr uses because on his preach quest 'DialogueWhiterunHeimskrPreachScene' the event type is Change Location Event.

 

In the SM Event node window expand the IntroScenesNode > WhiterunIntroScenesNode > WhiterunHeimskrSceneNode > Quest: DialogueWhiterunHeimskrPreachScene. Each branch this quest is under has certain conditions. In this case I believe the conditions are evaluated in this order.

1: GetEventData - GetIsID, New Location, Location: 'WhiterunLocation' == 1
2: GetEventData - GetIsID, New Location, Location: 'WhiterunLocation' == 1   <-- inherits parent branch conditions via 'Shares Event' flag me thinks
3: GetInCurrentLoc - Location: 'WhiterunLocation' == 1 (AND)
3: GetGlobalValue - Global: 'GameHour' > 5 (AND)
3: GetGlobalValue - Global: 'GameHour' > 20 (AND)

Let me know if you need any help setting up your quest or conditions. I havent done this for myself yet but its very interesting.

Posted

Let me know if you need any help setting up your quest or conditions. I havent done this for myself yet but its very interesting.

THANK YOU! I had no idea they had conditions hiding in there! I was playing around with other time-restricted conditionals and eventually started getting rid of them just to see if it would work (backed up my work first of course!) If you're on steam and think we could look at this together over the mic that'd be even better. ("lXI JD lXI") is my steam name. Otherwise I'll let you know if I get it working.

 

again, thanks for the lead :3

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