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NPC won't start conversation


Guest deleted43426342

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All right, that's a bit more helpful. So, you are now in a conversation with one of the groupies, where you have dialogue options and all that, you say the relevant line to her, and this ends the conversation, and then what? Does she just stand there? Where is the other groupie that you want her to talk to?

 

Again, I have to caution against editing vanilla stuff, but you know that already. I would personally have duplicated the AI package and made a slight edit, rather than edit the vanilla one. Also, what you're trying to do is actually to give an NPC a new AI package. Even if you don't add a dialogue package per se, a similar type of package is being added, and it is intended to override the one they were using. You can check this with GetCurrentPackage in the console, and I would actually like you to do so. GetCurrentSTABLEPackage (caps lock for emphasis, don't type it like that) is a JIP command that will tell you what package they would be using if not using an 'interrupt' package, which could be useful information as well. You should experiment with these commands when you experiment with your attempts to get this dialogue working.

 

I don't think you want the comma with SayTo, but I could be wrong.

 

It's possible that your dialogue is throwing away the StartConversation package, so try making an actual AI package that is a dialogue package and using that. You can try setting a quest variable and making that package the top level package but with a condition of that quest variable. An EVP line in the result script should force the new package, though I believe EVP happens at the end of dialogue anyway and is probably superfluous. This is an alternative to the AddScriptPackage method, which you should try as well.

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Guest deleted43426342

All right, that's a bit more helpful. So, you are now in a conversation with one of the groupies, where you have dialogue options and all that, you say the relevant line to her, and this ends the conversation, and then what? Does she just stand there? Where is the other groupie that you want her to talk to?

That's exactly what's happening! The other one is in the room next to where she is.

 

Again, I have to caution against editing vanilla stuff, but you know that already. I would personally have duplicated the AI package and made a slight edit, rather than edit the vanilla one. Also, what you're trying to do is actually to give an NPC a new AI package. Even if you don't add a dialogue package per se, a similar type of package is being added, and it is intended to override the one they were using. You can check this with GetCurrentPackage in the console, and I would actually like you to do so. GetCurrentSTABLEPackage (caps lock for emphasis, don't type it like that) is a JIP command that will tell you what package they would be using if not using an 'interrupt' package, which could be useful information as well. You should experiment with these commands when you experiment with your attempts to get this dialogue working.

 

I don't think you want the comma with SayTo, but I could be wrong.

 

It's possible that your dialogue is throwing away the StartConversation package, so try making an actual AI package that is a dialogue package and using that. You can try setting a quest variable and making that package the top level package but with a condition of that quest variable. An EVP line in the result script should force the new package, though I believe EVP happens at the end of dialogue anyway and is probably superfluous. This is an alternative to the AddScriptPackage method, which you should try as well.

Alright, I'll be honest with you, I don't think I understood a word of what you were saying. I probably should've started with easier things. Oh well, I'll see how long I can put this off until I absolutely can't anymore. But thank you for the help, I'm sure when I understand things better it will come in handy!

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Well, if you want, you can just ask me a whole load of questions about what I said word by word, and I'm happy to answer them.

 

Alternatively, if you want to try the dialogue package approach, I hope you've been using the wiki, but if not:

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

 

I was just about to go through which of these options you'd need for the dialogue package you'd want, and then it occurred to me: have you made both groupies Persistent References with a Reference Editor ID ? If not, your script won't compile, and unlike regular scripts, result scripts will simply let you think they compiled even if they haven't. I believe GECK Power-Up fixes this as it does the regular scripts, by giving you warnings and explaining at least some of why a script isn't working.

 

To do this, for each groupie, double-click the model that's placed in the world, or right-click the name of the groupie in the list of things in the cell. Then do this:

http://prntscr.com/hya93c

 

You can now test again if you like, or move straight to the dialogue package method. So, for that method, do the above, then make a package with the target being the groupie you want to be addressed, either Conversation or SayTo (will be Conversation for your end goal but I'm just interested in getting the first groupie moving for now), no Wait nor Trigger, and only the Must Complete flag set.

 

That's all just a bunch of menu options, not really too complex if you bring up the Package window, but if you want, here's a Seddon video:

 

He's usually pretty good, but check the comments for some insight into where he may have gone wrong, as these are old videos and to a degree hastily made at times.

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Guest deleted43426342

Well, if you want, you can just ask me a whole load of questions about what I said word by word, and I'm happy to answer them.

 

Alternatively, if you want to try the dialogue package approach, I hope you've been using the wiki, but if not:

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

 

I was just about to go through which of these options you'd need for the dialogue package you'd want, and then it occurred to me: have you made both groupies Persistent References with a Reference Editor ID ? If not, your script won't compile, and unlike regular scripts, result scripts will simply let you think they compiled even if they haven't. I believe GECK Power-Up fixes this as it does the regular scripts, by giving you warnings and explaining at least some of why a script isn't working.

 

To do this, for each groupie, double-click the model that's placed in the world, or right-click the name of the groupie in the list of things in the cell. Then do this:

http://prntscr.com/hya93c

 

You can now test again if you like, or move straight to the dialogue package method. So, for that method, do the above, then make a package with the target being the groupie you want to be addressed, either Conversation or SayTo (will be Conversation for your end goal but I'm just interested in getting the first groupie moving for now), no Wait nor Trigger, and only the Must Complete flag set.

 

That's all just a bunch of menu options, not really too complex if you bring up the Package window, but if you want, here's a Seddon video:

 

He's usually pretty good, but check the comments for some insight into where he may have gone wrong, as these are old videos and to a degree hastily made at times.

Thank you! I hope you won't regret it.

 

I already had IDs for both of them, and for some reason, I can't even uncheck that box you circled. It's grey for these two. I would've shown you a picture but for some reason, I can't post with links.

 

I made a dialogue package and added it to the groupie who starts the conversation, I still don't know what I'm supposed to do next. I tried to use the tutorial but it's pretty different from I'm trying to do.

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Wait, so, what results are you getting now?

 

And when you added it, how do you mean that? Did you use AddScriptPackage in your result script, or did you open the Groupie's GECK entry and give this to her as one of her available AI Packages?

 

The tutorial was mostly to show you how to make a Dialogue Package, so ignore the rest of it if it's not relevant here.

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Guest deleted43426342

It worked, thank you so much! At least I think so because she stood in front of her and everything. So it probably worked. Now I just have to figure out how to make subtitles work!

Edited by SoullessOfficeWorker
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Ah but you've no dialogue as yet? Then it must have worked.

 

Subtitles? Is this not a voiced mod? Subtitles for this will be done the same as for a regular bunch of dialogue, meaning you type the thing they're meant to say for that topic and then it will display on the screen, whether or not you have audio (but having at least some audio file, even a silent one, is good to give the player time to read the writing).

 

Now, my understanding is that instead of scripting all this, you can just link all the topics. So why don't you try writing out the first few lines of the conversation and try to get them to talk that way.

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Guest deleted43426342

I already wrote the conversation so that's done.

 

Yeah, this is going to be a voiced mod and all. I just like it when there are subtitles, also the vanilla game has it so I figured I might as well add it too.

Edited by SoullessOfficeWorker
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Have you done them for the conversation the player has with her? It's the same as that.

 

Bacially, at least if you're using the OCE that I recommended, you just type dialogue and it automatically becomes the subtitles. And if you don't have subtitles, you can't generate the lip-synching anyway, so they're neccessary.

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Guest deleted43426342

Ah, turns out I didn't turn subtitles on in-game, so that should do it. The entire conversation gets said, the problem is that they don't stand still for it. They both wander around the room, even almost left it once, any idea on how to fix that?

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