SicariusSummoned Posted April 17, 2018 Share Posted April 17, 2018 Hey, So I've watched and tried to recreate a bunch of tutorials for getting quest stages to advance through talking with an NPC. Followed along just fine until the part where they got their NPC to talk and present dialogue options to the player.Whenever I get to the quest stage where you have to talk to that NPC, the marker appears above their head but they don't talk like they're supposed to. What am I missing here? (Current stage when you talk with the NPC is 0 and I know that the Alias for the NPC is filling correctly because they have the objective marker over their head correctly) Here's pictures of what my scene and greets look like for my NPC. I can post more for trouble shooting purposes. Link to comment Share on other sites More sharing options...
FlashyJoer Posted April 17, 2018 Share Posted April 17, 2018 You need to create an AI Package - Forcegreet is its type - and then, what I personally do, is make its OwnerQuest the quest that contains the reference alias for the person that will be speaking. I attach the package to their reference alias and then check Forcegreet in the dialogue topic info and specify a distance. Its a little more complicated than what I said above, but not terribly so... just take a look at forcegreet packages that have an owner quest and see how they connect to the speaker in the quest that owns the package. Link to comment Share on other sites More sharing options...
SicariusSummoned Posted April 18, 2018 Author Share Posted April 18, 2018 Does the ForceGreet package work for quests already in progress or just start quests? Will this conflict with anything if I want the player to come back and talk to this person again later? The purpose of this dialogue is that the player is supposed to talk to this NPC as their first quest objective, and if they pick the 'accept' dialogue option it will move them on to the next stage. I just want to make sure that ForceGreet is the right package for this. Link to comment Share on other sites More sharing options...
SicariusSummoned Posted April 18, 2018 Author Share Posted April 18, 2018 UPDATE: Okay, so I was able to get the dialogue working, but I have a problem where when I add a conditional to make sure that only one NPC (my alias'd one) greets people he doesn't do it. But when I don't restrict it with a conditional everyone greets. Is there a best practice for checking references against Unique NPCs? Link to comment Share on other sites More sharing options...
FlashyJoer Posted April 18, 2018 Share Posted April 18, 2018 (edited) UPDATE: Okay, so I was able to get the dialogue working, but I have a problem where when I add a conditional to make sure that only one NPC (my alias'd one) greets people he doesn't do it. But when I don't restrict it with a conditional everyone greets. Is there a best practice for checking references against Unique NPCs? Condition on the GREETING topic should be GetIsAliasREF and the name of the aliasref in the dialogue quest that represents the speaker you want. Edited April 18, 2018 by joerqc Link to comment Share on other sites More sharing options...
SicariusSummoned Posted April 19, 2018 Author Share Posted April 19, 2018 (edited) Condition on the GREETING topic should be GetIsAliasREF and the name of the aliasref in the dialogue quest that represents the speaker you want. I've got that in but its inconsistent. I feel like half the time It works and half the time it doesn't. Is it bad practice to have one scene for each stage in the quest for a single NPC? Should I be having phases in a single scene instead? Is it possible that having multiple scenes each with the same GetIsAliasRef conflicting?Really confused here. Got it working a few times but I honestly don't know what's breaking it. EDIT: Okay, so the dialogue works when I CoC to the cell. But it doesn't work when I walk there? Has anyone else experienced this bug? Thanks a lot for helping so far. I feel like its almost there. Edited April 19, 2018 by SicariusSummoned Link to comment Share on other sites More sharing options...
NikaCola Posted April 21, 2018 Share Posted April 21, 2018 Condition on the GREETING topic should be GetIsAliasREF and the name of the aliasref in the dialogue quest that represents the speaker you want. I've got that in but its inconsistent. I feel like half the time It works and half the time it doesn't. Is it bad practice to have one scene for each stage in the quest for a single NPC? Should I be having phases in a single scene instead? Is it possible that having multiple scenes each with the same GetIsAliasRef conflicting?Really confused here. Got it working a few times but I honestly don't know what's breaking it. EDIT: Okay, so the dialogue works when I CoC to the cell. But it doesn't work when I walk there? Has anyone else experienced this bug? Thanks a lot for helping so far. I feel like its almost there. Possibly a silly question, but are you re-using a save to test all of this? When I'm testing my work I just coc to wherever from the main fallout menu and use that as my character to test because I know it's a clean save. Link to comment Share on other sites More sharing options...
SicariusSummoned Posted April 21, 2018 Author Share Posted April 21, 2018 (edited) Yep, that's exactly how ive been doing it; I coc straight off the menu. And it then works if I do that and coc to the quest target's cell for each stage. The npcs stop talking if at any point I go somewhere that isn't an interior cell. Edited April 21, 2018 by SicariusSummoned Link to comment Share on other sites More sharing options...
NikaCola Posted April 21, 2018 Share Posted April 21, 2018 Yep, that's exactly how ive been doing it; I coc straight off the menu. And it then works if I do that and coc to the quest target's cell for each stage. The npcs stop talking if at any point I go somewhere that isn't an interior cell. It really sounds like an alias problem. Try using getisid to condition ALL of your dialogue, greetings or otherwise. I know people say getisaliasref is better but honestly I've never had any issues with using getisid. Just be sure to condition every single thing anyone in your mod says, or you'll end up with the kind of issues you're describing. At least I feel like that's what's happening. Link to comment Share on other sites More sharing options...
SicariusSummoned Posted April 22, 2018 Author Share Posted April 22, 2018 (edited) It really sounds like an alias problem. Try using getisid to condition ALL of your dialogue, greetings or otherwise. I know people say getisaliasref is better but honestly I've never had any issues with using getisid. Just be sure to condition every single thing anyone in your mod says, or you'll end up with the kind of issues you're describing. At least I feel like that's what's happening. Okay. Would it be a suitable compromise to use both GetisId & GetIsAliasRef? I've currently got it set up as ((GetIsId OR GetIsAliasRef) AND GetStage) Do you know if that would function in the way I believe it would in having it always fill properly? I'm really unsure about the aliases because the objective markers that rely on the aliases being filled still function properly: the NPC's have the right dots floating over their heads during each stage. EDIT: I solved the problem. Inside my quest I had specified a location from the dropdown because I thought that was necessary for starting it by loading a location. After setting the location of the quest to NONE it works perfectly. Turns out the quest can only progress/counts as active when you are within that location. I feel real silly. But! It's fixed now. Thanks for all the help NikaCola, csbx and Joerqc! Edited April 22, 2018 by SicariusSummoned Link to comment Share on other sites More sharing options...
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