bananakillerBRO Posted November 5, 2017 Share Posted November 5, 2017 So, I'm making a mod that involves the quest giver talks to you via a two way radio, is there any way I can have dialog open without a viable talking activator? For example, you're walking down a hall and the dialog window opens, how would I do this? Link to comment Share on other sites More sharing options...
madmongo Posted November 5, 2017 Share Posted November 5, 2017 If you want the quest giver to just give orders over the two way radio, you can just trigger sounds to play. Christine Royce in Dead Money gives you orders in a similar fashion in Dead Money. If you want the dialog window to open, you are going to need something to talk to. The easiest thing might be an invisible NPC. Just create an invisible outfit that uses all body slots. If the conversation starts at a particular location, like walking down a particular hallway, then you can set up the invisible NPC there and have a trigger start the conversation. If the location isn't fixed, it might be easier to have the invisible NPC in a temp holding cell and then move them to the player's location to initiate the conversation. Link to comment Share on other sites More sharing options...
bananakillerBRO Posted November 5, 2017 Author Share Posted November 5, 2017 If you want the quest giver to just give orders over the two way radio, you can just trigger sounds to play. Christine Royce in Dead Money gives you orders in a similar fashion in Dead Money. If you want the dialog window to open, you are going to need something to talk to. The easiest thing might be an invisible NPC. Just create an invisible outfit that uses all body slots. If the conversation starts at a particular location, like walking down a particular hallway, then you can set up the invisible NPC there and have a trigger start the conversation. If the location isn't fixed, it might be easier to have the invisible NPC in a temp holding cell and then move them to the player's location to initiate the conversation.How would I go about doing this? Link to comment Share on other sites More sharing options...
Mktavish Posted November 13, 2017 Share Posted November 13, 2017 (edited) How about instead of going with an invisible npc or talking activator.Take a talking activator and give it a model of a walkie talkie. Then you either have a script to increment when to place the walkie talkie in front of you and initiate dialogue.Or use quest stages , and the result script field there. To use ... Player.PlaceAtMe MyRadio 1 0MyRadio StartConversation Player, MyTopicStage01 ~~~~~~~ Or like madmongo said ... place this walkie talkie activator , in a dummy cell first. Then use ... MyRadioRef.MoveTo Player ; <<< with the offset floats hereMyRadioRef StartConversation Player, MyTopicStage01 ~~~~~~~~~~~~ And you can find out what the offset floats should be by placing an NPC in the dummy cell with the walkie talkie. (drop a piece of floor in first) Having the npc standing on the floor , move the walkie talkie object to hover infront of npc face , and slight distance of atleast half a person away. (will take some in game testing to fine tune it)Then look at the x,y,z cordinates of both ref objects on their ref window. And the difference between them , will be what you put in the script line ... as described here ...http://geck.bethsoft.com/index.php?title=MoveTo add edit : you don't have to worry about the decimal place differences , just round those to whole numbers. Because even an in game unit of 1.0 is very small. Oh ya , and I guess you may be asking after this how to move the radio back to the dummy cell. Which would be by having an Xmarker in that cell to move the radioRef back to. Doing that in the result script field of the dialogue ... the Topic info response flagged as the goodbye of that conversation. In its "Result Script (end) just put MyRadioRef.MoveTo MyDummyCellXmarker ; no need for offset floats here And I'm not sure , but may need to add in a rotate command based on the direction the player is facing ... which just mention if its a problem , and will figure that out then.But if your model has multi faces of its front (essentially works 360 degree's with slight variation) That could also work. Because you will only be seeing it zoomed in during dialogue screen open. And from player perspective may not really notice the differences? Edited November 13, 2017 by Mktavish Link to comment Share on other sites More sharing options...
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