Blutoblutarsky Posted November 22, 2019 Share Posted November 22, 2019 (edited) I am working on a quest mod that adds branching dialogue and want to toy with expansive branching dialogue in general for any custom npcs I make. Quest objectives trigger but I am finding that after the first set of dialogue the NPC starts wandering away and if you donât follow them you are kicked out of the conversation, which IMO would be useful to make the player feel like a lackey and beneath some NPC at some point, but thatâs not what I want now. Am I missing any type of tick box to make the npc stay in the conversation until it hits an âend sceneâ or the player walks away? FYI- the npc in question has a daily schedule where she stands still for a part of the day (nighttime bartender), but wanders around in the sandbox area using random idle markers in the area for the rest of the day. There is no sleep cycle (that is intentional) and she is in that room 100% of the time. Any advice on how to get her (and any other npc) to stand still during branching dialogue would be appreciated. By branching I mean after selecting the question dialogue option another set of options come up similar to the talk function on a companion. Edited November 22, 2019 by Blutoblutarsky Link to comment Share on other sites More sharing options...
Thuggysmurf Posted November 22, 2019 Share Posted November 22, 2019 Depends which game you're modding. For Fallout 4 there's a "DefaultStayAtSelfScene" package. Find a vanilla scene, e.g. in ComPiperTalk, copy the "DefaultStayAtSelfScene" action from that scene and paste it into your scene. If not FO4, dunno, might get a better answer on a forum dedicated to the specific game you're modding. Link to comment Share on other sites More sharing options...
Blutoblutarsky Posted November 22, 2019 Author Share Posted November 22, 2019 Depends which game you're modding. For Fallout 4 there's a "DefaultStayAtSelfScene" package. Find a vanilla scene, e.g. in ComPiperTalk, copy the "DefaultStayAtSelfScene" action from that scene and paste it into your scene. If not FO4, dunno, might get a better answer on a forum dedicated to the specific game you're modding.It is indeed fallout 4. Sorry I didn’t specify that. I pretty much only focused on fallout 4 of late. I will try that and thank you very much. Link to comment Share on other sites More sharing options...
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