StealthDick Posted August 31, 2018 Share Posted August 31, 2018 (edited) So I have an NPC and an Intercom that I want to talk to each other, so far everything is working up until the dialogue.I have my script for the NPC: ; Hector & Intercom Dialogue Begin SayToDone aaaHectorIntercom01 DuwadeREF.SayTo olHectorREF aaaIntercomHector01 End Begin SayToDone aaaHectorIntercom02 GugoIntercom01REF.SayTo olHectorREF aaaIntercomHector02 End Begin SayToDone aaaHectorIntercom03 GugoIntercom01REF.SayTo olHectorREF aaaIntercomHector03 End Begin SayToDone aaaHectorIntercom04 GugoIntercom01REF.SayTo olHectorREF aaaIntercomHector04 End Begin SayToDone aaaHectorIntercom05 GugoIntercom01REF.SayTo olHectorREF aaaIntercomHector05 End Begin SayToDone aaaHectorIntercom06 GugoIntercom01REF.SayTo olHectorREF aaaIntercomHector06 End I have a script for my Intercom: Begin Gamemode GugoIntercom01REF.SetTalkingActivatorActor DuwadeREF end Begin SayToDone aaaIntercomHector01 olHectorREF.Say aaaHectorIntercom01 End Begin SayToDone aaaIntercomHector02 olHectorREF.Say aaaHectorIntercom02 End Begin SayToDone aaaIntercomHector03 olHectorREF.Say aaaHectorIntercom03 End Begin SayToDone aaaIntercomHector04 olHectorREF.Say aaaHectorIntercom04 End Begin SayToDone aaaIntercomHector05 olHectorREF.Say aaaHectorIntercom05 End Begin SayToDone aaaIntercomHector06 olHectorREF.Say aaaHectorIntercom06 EndMy NPC with a dialogue package walks up to the intercom and doesn't say anything, so I made a trigger next to the intercom. However, doing this doesn't yield the intercom to respond the NPC, in fact my game began to crash until I changed the GugoIntercom01REF to DuwadeREF in Hector's Script. Since the convo doesn't progress the game doesn't crash.I went through the GECK and found when Veronica talks to Ramos via the intercom, but it didn't really provide me with any help.I feel like this is simple, I'm just missing something.EDIT: The intercom is a talking activator btw if that wasn't obvious. Edited August 31, 2018 by StealthDick Link to comment Share on other sites More sharing options...
dubiousintent Posted August 31, 2018 Share Posted August 31, 2018 For a conversation, I think you need an "actor" instead of an "activator". Try placing an invisible actor at the intercom instead and see the 'TIP: Using AI Packages' in the wiki "Getting started creating mods using GECK" article..You could use "end result scripts" to set a variable (used in a conditional statement) to control when each line of dialog becomes "enabled". As it is, you are only going to have only the first lines of the dialog occur each time each script is called. -Dubious- Link to comment Share on other sites More sharing options...
StealthDick Posted August 31, 2018 Author Share Posted August 31, 2018 Do you know of any way I could get the talking activator to just say something outside of a 1 on 1 convo with the player? I feel like it has to be possible. Link to comment Share on other sites More sharing options...
madmongo Posted August 31, 2018 Share Posted August 31, 2018 (edited) I haven't looked at Veronica and Ramos, but I have looked at the intercom that Chris Haversam uses when the player enters the Repconn facility. The trigger when you walk in causes the intercom talking activator to start the conversation, but the conversation itself is done using the Chris Haversam NPC. If you want an NPC to have a conversation with the intercom, I imagine it's the same thing as having two NPCs talk to each other. I have never set up that type of conversation, but this page should get you started:http://geck.bethsoft.com/index.php?title=How_to_script_conversation_between_two_or_more_NPCs There is also info on that page to have an NPC give a speech. You could use that to have your intercom say something outside of a 1 on 1 conversation with the player or a conversation with another NPC. If you just want something to come out of the intercom, there's always the PlaySound function. Edited August 31, 2018 by madmongo Link to comment Share on other sites More sharing options...
StealthDick Posted August 31, 2018 Author Share Posted August 31, 2018 I've decided to do the same as the NV end slides and just have an npc stand inside the building that the intercom is connected to. I wish I could remove the NPC's tick mark so it doesn't display on the player's compass. Link to comment Share on other sites More sharing options...
RoyBatterian Posted August 31, 2018 Share Posted August 31, 2018 If you have Fallout 3 installed there's a number of places this happens. Dad talking to the intercom in the birthday scene, the scene at tenpenny when Roy is talking to Chief Gustav, Col Autumn speaking to the President in raven rock. Link to comment Share on other sites More sharing options...
EPDGaffney Posted September 2, 2018 Share Posted September 2, 2018 The NPC can be in a different cell if using a TA, or at least I thought so. If not, try SetGhost and SetinteractionDisabled. I can't remember do they hide the compass tick marks. If none of that works, you can definitely make the NPC a Creature Form and tick the Is Ghost flag on that form, which will hide it from the player's compass. That flag does other things, like disabling VATS targetabillity for the actor, so if you do need to use that flag, you may want to consider making another version of the character for normal interaction after the intercom bit (or changing it back and forth via script if you prefer). Link to comment Share on other sites More sharing options...
rickerhk Posted September 3, 2018 Share Posted September 3, 2018 In our mod we have a computer named Maria. The computer itself is a Talking Activator with this script on it (simplified here): scn PBrazilPQSQ1MariaScript BEGIN OnActivate SetTalkingActivatorActor PBrazilPQSQ1MariaREF Activate END PBrazilPQSQ1MariaREF is an NPC in another cell. All the dialog has the condition GetIsID on the NPC object. The 'No low level processing' box on the NPC is unchecked. Also, the 'voicetype' in the TA is left as 'NONE' We have four of this type of TA setup. Link to comment Share on other sites More sharing options...
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