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Speech Challenge Woes


donAllister

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OK, so I've been working on a mod, a Multiple Quests/Companion mod, and I've learned so much about geck and mod creation since I started (it's coming a long well, and I will be sharing) :tongue: , but I don't see a lot of talk about how to properly set up a speech challenge. I have the challenge response linked to the right topic, I've had the SpeechChallengeFailure topic both in and out of the choices menu, and I can't get the guy to say what I wrote for the failure AND, I can't get the new choices added if the speech challenge succeeds.

 

So what am I doing wrong, and what should I be doing?

I was surprised that there wasn't more on this on the net, but maybe it just didn't land high in google, but your help would be appreciated, thanks.

Edited by donAllister
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OK, figured out, finally that i needed the reference in add topics.. Cool, back to work.

 

So as not to totally waste your time, the quest/companion mod is based around a former raider girl, who was originally a sex slave for a raider pimp who she shot in the face. She stayed associated with the raiders for years until an event in her life changes who she sees as friends, so after working with/for her for awhile, she can be your companion, story heavy, but plenty of challenging action, even for higher level players.

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In the Quest Script put the following in the GameMode block. This can be simplified and condensed as desired. I write this way for clarity in the forums.

 

If Player.GetItemCount Caps001 > 1000   ;more than 1000 caps to start
  If MessageOnce == 0                  ;the Variable you declare in your Script so it only runs once
     ShowMessage XYZ                   ;the message to show
     set MessageOnce to 1              ;Variable set to make sure it runs only once
 endif
endif

If you want to send me your esp file PM me and I can give you my email address. The speech Challenge issue can be pretty complicated to troubleshoot in the forums without references for what all you have done across the board in your mod.

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Thanks for the reply..

 

I added it, though it seems it should say

set MessageOnce to 1

according to the geck..

 

I'll have to test it later since I'm off to work now, I'll try to give you a better explanation about the speech challenge too.

 

Thanks again.

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Ok, I'll get back to the Speech Challenge later, another thing has me wondering. I want an NPC to follow other NPCs (like my followers follow me). He has a persistent reference, in an interior cell, but after the AI follow packages kicks in they follow him as far as the outside of the building, and then stop. I've used a guard and a follow package with the same result. Any ideas?

 

Edit, nvm, I just put them all on same series of travels packages. If you don't kill this individual, he's a trader and the others are his guards..

 

Edit, however, if you have a better idea, I'm very open to listening.

Edited by donAllister
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