RBRoAB Posted December 18, 2012 Share Posted December 18, 2012 I checked out the other custom NPC thread, but it didn't really ask the questions I need answers to. Like a lot of people, I have made my own companions. I've made each one functional with the companion wheel, but that's it. Very basic I've created custom dialogue using new quest in the geck, and also used that for scripting. Now I'm looking to take that a step further. I've created a new creature companion. A protectron. Most of the basics I can handle. But I want this companion to say different things in different situations. I already have voice clips. I've given voices to companions with just basic functions. But this will be more advanced. A few examples, say things when combat has ended, say something when I sneak, say random things while exploring, say something when in caution (not just in danger). I'm not looking for someone to do this for me, I'm looking for a guide, tutorial, or anyone who can push me in the right direction. Link to comment Share on other sites More sharing options...
Mishaxhi Posted December 18, 2012 Share Posted December 18, 2012 Had the GECK open so I threw this together. It's much simpler than you may think. The topics already exist, they're universal. You've just gotta go to the correct tab to find them. For example, combat barks. Go to the combat tab, add the topic called "Attack" (don't make one, use the existing one) and add your characters combat barks to that. It really is that simple, you don't need to do anything else (other than add the actor ID condition as with all dialog.) It really is that simple. Most of the topic titles speak for themselves, HealthQuarter is what's said when the character is badly hurt, and so on. You'll find most of what you're looking for in the combat and detection tabs. A few exist in the default topics one. http://i47.tinypic.com/xahpz.jpg Link to comment Share on other sites More sharing options...
Mishaxhi Posted December 18, 2012 Share Posted December 18, 2012 Saying random stuff whilst walking around requires a script. Just add all of the idle chatter to a single topic and flag random on each response. scn SCRIPTNAMEHERE float timer begin GameMode if ( timer > TIMEINSECONDSBETWEENTALKING ) && ACTORREFHERE.GetPlayerTeamMate == 1 && player.IsSneaking == 0 && player.IsInCombat == 0 && ACTORREFHERE.IsAllowedToTalk == 1 ACTORREFHERE.say TOPICIDHERE set timer to 0 else set timer to timer + getsecondspassed endif End IsAllowedToTalk is a global var that lets the player turn the idle chatter on and off. Add a switch to a topic. Link to comment Share on other sites More sharing options...
RBRoAB Posted December 18, 2012 Author Share Posted December 18, 2012 @ Mishaxhi thank you! this is amazing!pretty much just what I needed Is there any scripting involved with doing this? That's just the part I have trouble with. Link to comment Share on other sites More sharing options...
Mishaxhi Posted December 18, 2012 Share Posted December 18, 2012 No, not really. Only with idle chatter and locational specific dialog. It's real simple though. Link to comment Share on other sites More sharing options...
RBRoAB Posted December 18, 2012 Author Share Posted December 18, 2012 @ Mishaxhi thanks again for the helpthis is off topic, but this hasn't happened to me before and I can't figure it out I'm creating a Protectron companion. I've made a package with "GetScriptVariable" but the ProtectronREF isn't showing up, and can't be selected via render window. Any ideas? Link to comment Share on other sites More sharing options...
Mishaxhi Posted December 18, 2012 Share Posted December 18, 2012 What's the reference name? Link to comment Share on other sites More sharing options...
RBRoAB Posted December 18, 2012 Author Share Posted December 18, 2012 ProtectronREF. It's unique. It's in GSShackVictorInt PlayerREF shows upProtectronHouseMarkerREF shows up. Yeah, in the conditions of the package, GetScriptVariable, ProtectronREF isn't showing up Link to comment Share on other sites More sharing options...
RBRoAB Posted December 18, 2012 Author Share Posted December 18, 2012 @Mishaxhi also, what type of script from your earlier post?I'm assuming object, but again, not much experience. Object, quest, or effect? Link to comment Share on other sites More sharing options...
Mishaxhi Posted December 18, 2012 Share Posted December 18, 2012 Quest. I handle all dialog via quests. As for the var problem, I really aint too sure. You sure that it's set to being a persistent reference? Link to comment Share on other sites More sharing options...
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