morrowind1979 Posted March 13, 2019 Share Posted March 13, 2019 HI all. I am almost finished my new project "The Husk" I need to set up a script like thus:1: When the player enters a trigger box the game controls are disabled and the player is moved in front of a restrained NPC. (I know how to do this part no help needed here.)2: The player is forced to automatically enter dialogue/talk to the restrained NPC (This is the part I don't know how to do. Changing the dialogue option from custom to forcegreet doesn't seem to do anything.)Any help would be great. Thanks! Link to comment Share on other sites More sharing options...
TobiaszPL Posted March 13, 2019 Share Posted March 13, 2019 you add to your NPC AiPackage? if i want to make NPC talk with player i just add to NPC AiPackage with Forcegreet presetup :x...and if conditions are empty NPC will try to speak with Player over and over sry 4 my potato english :D by dialogue option u mean this check box in Quest Settings while editin Dialogues right?without AiPackage NPC dont know what to do :P and he dont know that he have to start dialogue xD ill try to make little tutorial for you here but without any CK or something i can forgot about something :P 1) Open CK - lol xD2) Find your NPC that have to speak with Player3) Find "AiPackage" in NPC option list4) Press Right in Packages list and select New and here you have few options :D first line should have something like Package Conditions Schedule and some morego to Package and here you have something like Package Template or Package Presetupfrom list select ForceGreet and new options should be added xD lel and in list you should have Topic to start ( Dialogue that NPC should start with Player )and few distance options one is from how big distance NPC can follow Player to start dialogueone is from how big distance NPC can START dialogue with player for example if you set this distance to 4000+ NPC can start from distance that Player dont even see this NPCand if i remember correct there should be option to how far away from "start dialogue" place NPC can speak with Player sry but as i said my english is potato :) Conditions are options for NPC WHEN he even can start dialogue with PlayerSchedule is WHEN IN TIME Npc can start dialogue with Player idk i help u but maybe it will help you :D lel Link to comment Share on other sites More sharing options...
morrowind1979 Posted March 13, 2019 Author Share Posted March 13, 2019 I cant use forcegreet like that because my NPC is restrained (chained to a wall by wall shackles and cant move from that position. Link to comment Share on other sites More sharing options...
TobiaszPL Posted March 14, 2019 Share Posted March 14, 2019 (edited) ohh :c so maybe Activate ?im not sure it will work but u can try :D NPC.Activate(Player) if i remember its working fine for normal activator objects so it maybe work for NPC too :D try :tongue: ! Actor property Npc auto Event OnTriggerEnter( something xD ) Npc.Activate(Game.GetPlayer())EndEvent //Edit:https://www.creationkit.com/index.php?title=Activate_-_ObjectReference Again sry 4 my bad english :D Edited March 14, 2019 by TobiaszPL Link to comment Share on other sites More sharing options...
morrowind1979 Posted March 14, 2019 Author Share Posted March 14, 2019 Ok I will try. Thanks Link to comment Share on other sites More sharing options...
morrowind1979 Posted March 16, 2019 Author Share Posted March 16, 2019 Ugh! This has been a total nightmare LOL. Can't get it to work. I think I will just leave it optional whether the player talks with this NPC or not Link to comment Share on other sites More sharing options...
maxarturo Posted March 24, 2019 Share Posted March 24, 2019 (edited) Why don't you use a logic like :OnTriggerEnter > MovePlayerTo (autoPilot) > NPC or an xMarker - just right near the NPC you want the player to interact with. Edited March 24, 2019 by maxarturo Link to comment Share on other sites More sharing options...
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