Jump to content

New Fully Voiced Companion finished, but i cant get certan Stuff working in the misc dialogue section


Recommended Posts

So i wanted to release a Fully Voiced companion today but most of the misc comments are not triggering and nobody knows whats wrong.

 

Iam also on the Discord and my ID there is Vermillion#7315 . I would prefer a conversation there.

 

For anyone who doesnt have Discord, one Example.

 

I have the Editor ID open for observe Combat. I have 5 Lines for encountering Raiders.

 

Conditions are GetIsID and then my Actor.

 

Also the Condition GetInFaction and then Faction RaiderEnemyFaction.

 

I have also all lines tagged as random and the last one as random and random end.

 

The Speaker is also my Actor.

 

 

 

GetIsID is running on Subject.

 

GetInFaction is running on CombatTarget.

 

I really really dont know what todo anymore. And it went a lot of work from the VA and me and the Writer into that Companion.. So if anyone knows please contact me in Discord or help me here :)

Link to comment
Share on other sites

I find writing here on the forum in such cases as yours more useful as it stays here for other people to read and learn from it.

On your place I'd rather use combat and detection dialogue tabs to add some combat related lines. There are no vanilla examples of "observe combat" topics for companions and it's unclear how you can point at actors who's combat you observe.

"Combat target" setting is not pointing at observed actors. The "observe combat" topics are not supposed to work in combat, they work if the actor is not in combat, but observes a combat of other actors. But the actor has no combat target in this case so your condition won't work properly.

Link to comment
Share on other sites

Iâm assuming youâre trying to add these lines to the combat tab in your companionâs main control quest. I donât beleive setting a condition to look at the companionâs target will do anything. The way the vanilla game handles these things is through the misc dialogue and then idles.

 

Follower quest handles situational awareness, and this also affects combat awareness. So in the case of raiders, a companion will have a topic info group for raiders, and the conditions for raider specific dialogue is handled via the SAECombat or SAEClutter reporting that raiders are nearby.

 

Check out any vanilla companion to understand how it works. Iâve succesfully had a custom companion react to creatures and surroundings by having them plugged into the vanilla situational awareness system.

Link to comment
Share on other sites

The Thing is i have like 5-6 Voice Lines for encountering every Faction in whole Fallout 4. I kinda want to utilize that. Also some Stuff in the Misc Section is not working aswell.

 

Only things that are working atm is the Actor Collinding, Pickpocketing, Idle Chatter, Hello.

 

So i could use some Live Help kinda. Ofc i will post the Solution here for People to see it.

 

I would really appreciate it.

Link to comment
Share on other sites

The Thing is i have like 5-6 Voice Lines for encountering every Faction in whole Fallout 4. I kinda want to utilize that. Also some Stuff in the Misc Section is not working aswell.

 

Only things that are working atm is the Actor Collinding, Pickpocketing, Idle Chatter, Hello.

 

So i could use some Live Help kinda. Ofc i will post the Solution here for People to see it.

 

I would really appreciate it.

There are two tabs, 'combat' and 'detection'. In order to check out which ones to fill, check an existing NPC dialogue quest like the one for Synths, it's clean set up will make it a great example, or.. check the screenshots below. :smile:

You can check the combat target in the detection tab and in the combat tab.

 

You need to make sure of some things to always enable them to say this.

 

- If you piggyback into the 'Player_Dialogue' events, you need to know two things:

1) make sure your affinity is set up in your companion, this is related to how they react and which events are fired. This is the reason that regular companions have 'neutral' affinity events (I think).

2) These events have a 'random <xx%' attached to them and simply don't always fire to prevent dialogue spamming, the same goes for most other events including combat dialogue.

 

- Your topic itself must have a higher priority than your other 'regular' combat idles, they *can* be inside a GROUP that forces its children to be random, but the entry ITSELF cannot be random, it needs to be the highest in your topic list for it to take precedence over your other topics, this is mentioned first, because this is what most often goes wrong. :wink:

 

See in this screenshot how I set up all combat dialogue for Ivy, depending on the combat targets race she comments correctly:

(note: Because I do not want Ivy to CONSISTENTLY say these, I have set the group to random and it is lower in the list of topics. If you want your NPC to say things persistently, make sure the group is NOT set to random and is in the top of your list)

 

(Another tip: Basically always work with topic INFO Groups, whenever you can).

 

 

 

 

(all edits: Stupid typos)

Edited by Reginald001
Link to comment
Share on other sites

My companion has no affinity system yet bcs that a whole different thing to learn. right now i am trying to get all my topics working that i have created. Most of the Topics are not working atm.

 

goodbye, hello , idles, collide, pickpocket and waiting for player input. these are the only ones working atm.

 

http://abload.de/img/unknown19dqax.png

Link to comment
Share on other sites

Maybe i typed it wrong, i was sleeps haha

 

Btw i have encounter lines for MinuteMan and Vertibirds and Stuff, i can only finde these under GetInFaction, but that should be ok aswell right? Bcs they are not really listed under GetIsRace and Stuff :)

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...