Georgiegril Posted May 27, 2012 Share Posted May 27, 2012 Hi, So I have a little house mod with Kajiit merchants. I created them with separate chest/merchant factions for each, so they each have their own inventory. They generally do not speak at all until the player goes up to initiate speech. However, once that happens, they seem never to shut up. Not just the usual Kajiit idle dialogue, which is nice, but also the hawking (jewels, wares, weapons, all at fair prices). I would like to be able to have them stop talking unless the player is within a short distance, but I can't find anything like a dialogue radius in the CK. I don't want to have them be completely silent. I am wondering if the fact they they are in separate merchant factions is contributing to the problem, even though they are all in the Kajiit caravan faction too-- Maybe they are trying to sell to each other? Any help would be much appreciated. Link to comment Share on other sites More sharing options...
gasti89 Posted May 27, 2012 Share Posted May 27, 2012 I see a GetDistance condition, but you can't pick the player as a reference. You can try running it on "target" and use the merchant himself as a reference, but i don't if for idle dialogues the player is effectively the target Link to comment Share on other sites More sharing options...
Georgiegril Posted May 27, 2012 Author Share Posted May 27, 2012 Thank you for this help!Forgive me but I am trying to understand this. If I pick the merchant himself as a target, then wouldn't that mean he would speak as long as he were within a certain distance to himself, which is basically what I seem to have now? Am I misunderstanding this? (I am thinking of how the targets basically worked with the merchant chest faction, if the target is the merchant they are always in the selling mood...)Unfortunately they don't move much, so any target other than the player would be a constant trigger, or not trigger them at all. Link to comment Share on other sites More sharing options...
gasti89 Posted May 27, 2012 Share Posted May 27, 2012 (edited) Yes, but in this case you're running the condition on TARGET instead of SUBJECT. This way, the condition is "if the TARGET of this dialogue is (let's say) < 500 units far from the merchant (reference)" You use target instead of subject to run conditions on who is listening the dialogue, wich in most cases is the player (direct dialogues with activation). In this case it is a IDLE dialogue, so i don't know who the game treats as target. You can test. EDIT: found that you can run the condition on a specific reference. You can try to run on the player directly. (select "reference" on the "run on" dropdown) Edited May 27, 2012 by gasti89 Link to comment Share on other sites More sharing options...
Georgiegril Posted May 28, 2012 Author Share Posted May 28, 2012 This is extremely helpful. Thank you for taking the time to explain it to me.:smile: Link to comment Share on other sites More sharing options...
gasti89 Posted May 28, 2012 Share Posted May 28, 2012 No problem, if you need something you can PM me. As long as it is beg-mid quest scripting! (i'm a big noob about the rest lol) Link to comment Share on other sites More sharing options...
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