StealthDick Posted August 3, 2020 Share Posted August 3, 2020 Much like Caesar's initial GREETING with the PC, I'd like to create an NPC which names off everything the player has done within a single GREETING topic. In vanilla NV, when initially meeting Caesar he lists how the PC has wronged or helped him. It doesn't cut to any other topics while he names off the events, it fluidly goes from one to another. For example, "{FIRST TALK}So I finally get to meet the courier who's accomplished so much in so little time. That is why I summoned you here, right?" it trasnitions to: "All the bribes I sent to the Omertas ended up buying me nothing." then: "The garrison I established at Nelson has been wiped out." And so on, with many other events being named off. When looking at the dialogue, I see nothing that indicates it linking to another dialoge topic. All the flags are unchecked, and "vDialogueCaesarScript" doesn't hold anything other than variables, so I'm at a loss. I'm not sure how Obsidian went about doing this within the GECK. Link to comment Share on other sites More sharing options...
dubiousintent Posted August 3, 2020 Share Posted August 3, 2020 (I haven't looked at this code, so the following are just suggestions.) Might it be a "Dialogue Package" "sayto" line? Did you check using the "Dialogue Tree" tab? Might be using the "How to conditionalize dialogue based on multiple variables" technique. Is there an activator when you get within range of Caeser or enter his tent that might be "priming" the dialog variables? -Dubious- Link to comment Share on other sites More sharing options...
Radioactivelad Posted August 3, 2020 Share Posted August 3, 2020 (edited) There are two responses in Caesar's Greetings, with one that say <Inert Node for how the player has hurt the legion> and an equivalent for the NCR. These responses are given conflicting GetID conditions (Must be Caesar AND Cannot Be Caesar) so it won't actually be "said" in game. However, This "Inert Node" Response lists VDialogueCaesarFortCaesarTopic093 as a single Choice, and those contain all the responses for how the player has hurt the legion. Looking at the rest of Caesar's greetings, his initial conversation with the player appears to just be saying the Greeting over and over again. (His greetings are given Say Once Flags, so they progress in order, but I'm not sure how they keep using Greetings without actually re-greeting the player.) I'm pretty confused how all this going down too: I'm getting the impression that Obsidian is exploiting some kind of bug/quirk with that "Inert Node" to do something that the dialogue system can't typically do. (Link together multiple conditional statements without a middleman response from the player.) Best way to find out is to just emulate the example and see what happens. Edited August 3, 2020 by Radioactivelad Link to comment Share on other sites More sharing options...
Mktavish Posted August 8, 2020 Share Posted August 8, 2020 doesn't hold anything other than variables This Link to comment Share on other sites More sharing options...
Mktavish Posted August 8, 2020 Share Posted August 8, 2020 Best way to find out is to just emulate the example and see what happens. Hell Ya ! And more importantly ... spend the time to understand how it works ;) Link to comment Share on other sites More sharing options...
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