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NPC won't start conversation


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Guest deleted43426342

As the title says I can't get an NPC to start a conversation with another NPC. Maybe I'm doing it wrong, or most likely I'm doing it wrong. So my question how can I make an NPC start a conversation with another by picking a dialogue option?

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Need a little more information I'm afraid. Now, I've never done this myself, but if you can tell me exactly what you're trying to do and where it's failing, I can probably help you along. What I understood was that you want to say something to one NPC and have them then exit the conversation with you and find another NPC to address and initiate the conversation you want them to have. Is this correct?

 

If so, you need a result script in a line of dialogue between the player and the NPC whom you want to start the conversation with the other NPC, and that script should have an AddScriptPackage function.

 

I don't know much more than that, though I imagine I can make it work anyway, but I came by as well to mention that at least on my PC, the newest version of JIP broke a lot of AI package types for me. I haven't tried a dialogue package yet, but a few others don't work anymore. You may want to try rolling back your JIP version if you're using it. 50.10 was working fine for me, and 53.00 wasn't. I'm about to try the one in between those.

 

Edit: I have a feeling the JIP thing is more specific than I had initially realised, which makes sense. I still have yet to test dialogue packages but I have a feeling that's not your problem. Point stands that it's possible, but I find it less likely than before.

Edited by EPDGaffney
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The "back and forth" between NPCs is discussed in this thread.

 

The usual means of starting it between them is when Player enters the range of an Activator. You could (I suppose) have the Player initiate the sequence by asking a specific question of one, and in the "Result Script" of their reply set the condition and run the script that causes the other to "bark" their context reply, which in turn sets the condition for the original NPC to reply to that NPC, and so forth.

 

-Dubious-

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Guest deleted43426342

Need a little more information I'm afraid. Now, I've never done this myself, but if you can tell me exactly what you're trying to do and where it's failing, I can probably help you along. What I understood was that you want to say something to one NPC and have them then exit the conversation with you and find another NPC to address and initiate the conversation you want them to have. Is this correct?

 

That is correct!

 

 

If so, you need a result script in a line of dialogue between the player and the NPC whom you want to start the conversation with the other NPC, and that script should have an AddScriptPackage function.

 

I do have that result script but no AddScriptPackage function. Probably because I used a tutorial that started a conversation a completely different way. I couldn't find one that started one the way I wanted it to.

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Well, although a dialogue package seemed logical to me, it seems just as common to use SayTo, followed by a SayToDone block for the response, and so on. If you're not using an actual dialogue package, you won't need an AddScriptPackage line. Of course, if you haven't tried it that way, you can.

 

So, what method are you using right now and what about it isn't working?

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Guest deleted43426342

I used StartConversation followed by the target REF and topic ID. I tried the quest name for that dialogue, just because but that didn't work either.

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Perhaps because your NPC is already in a conversation, it doesn't run? Try using the SayTo method in the thread Dubious mentioned (where there is a tutorial as well, though it's not considered to work perfectly all the time, hence the thread).

 

The dialogue package method I mentioned is likely to work as well, but I have no actual experience with it.

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I tried but I probably did it wrong, because I don't quite understand it.

 

How would the dialogue package method work?

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Are the NPCs already together? They may have to be for SayTo to work.

 

The thing is, no-one can really diagnose what's the problem in what you're trying to do because we don't have much information. You should provide your exact result script, whether it was in the begin or end text box (should almost always be in the latter), describe the behaviour of the NPC that you want to initiate dialogue, and the behaviour of the NPC they should be addressing.

 

If I'm correct about SayTo, which is really just a guess with nothing to back it up, try using a dialogue package. You would put YourNPC.AddScriptPackage YourDialoguePackage in the result script of a Goodbye line of dialogue. For this to work, you must already have a dialogue package made, so make that first. Then when you add the line of code, make sure you remember to hit Compile.

 

(You haven't been forgetting to hit the Compile button, have you?)

 

https://geckwiki.com/index.php/Dialogue_Package

 

So, the wiki entry tells you pretty much everything you need at least to get the first line of dialogue done, so I'd like to see what happens with that. I assume you can use the Say To option and script the rest of the conversation as you would have done with the SayTo function in the result script.

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Guest deleted43426342

Yeah that's true, well here goes nothing:

I started with this:

StartConversation VFSKingGroupie01REF, AAAGroupies 

That doesn't work.

 

The NPC's aren't together but they do use the same AIPackage. VFSKingBedGroupiePackage to be more exact. I changed it a little to allow eating and conversation hoping that might help, it did not.

 

I tried this one just because I could:

SayTo VFSKingGroupie01REF, AAAGroupies

I don't know why I did that, just wishful thinking.

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