JuicyPwner Posted August 15, 2020 Share Posted August 15, 2020 (edited) trying to set up npc dialogue--I would say I'm done with it but theres an issue I can't wrap myself around My *Goodbye topic in Conversations is being said by my selected NPC, whenever any npc or even myself get in close proximity and pass by. I'm not sure how to circumvent this--I already have dialogue and voice lines that I want to be used in this situation (Hey, Whats up, What do you need...) but the way to implement it doesn't appear to be clear (I also don't know what the proper term for this dialogue would be). Any help would be appreciated! edit: I should also note that it works as intended when the player character initiates dialogue Edited August 15, 2020 by JuicyPwner Link to comment Share on other sites More sharing options...
dubiousintent Posted August 15, 2020 Share Posted August 15, 2020 (edited) You need to structure the "conditional test" on that topic so only your desired NPC's "ActorID" will trigger it under the correct conditions. Dialog is searched from top to bottom of the list until the first set of conditions which are ALL true are met. If there are no conditions, then that line is always "true" and without a limiting "ActorID", everyone will say it if they haven't met any "true" statements earlier in the list. The "search" stops as soon as it finds a fully "true" match. Please see the 'Dialogue and Lipsynch' section of the wiki "Getting started creating mods using GECK" article. -Dubious- Edited August 15, 2020 by dubiousintent Link to comment Share on other sites More sharing options...
JuicyPwner Posted August 16, 2020 Author Share Posted August 16, 2020 (edited) Sorry for neglecting to respond but I felt like I had *no idea* what you were talking about. It made sense in way that conditions must be set but I wasn't sure how to set them in the first place. I *think* I found a way to circumvent it--though I am not 100% sure, all I know is that my other designated dialogue designed for proximity, works in this case. By adding HELLO and IdleChatter in Conversations tab, I was able to have set dialogue for proximity activation. It has *appeared* that it has stopped the GOODBYE dialogue from resurfacing. If it ever does resurface, the only other option I could think of is to set HELLO to a high priority, any other method is unknown to me. edit: I also couldn't find any help regarding conditional testing so I could not move forward with the assistance you gave Edited August 16, 2020 by JuicyPwner Link to comment Share on other sites More sharing options...
dubiousintent Posted August 16, 2020 Share Posted August 16, 2020 (edited) Don't use the GOODBYE topic for that [Player-directed dialogue]. Its for ending a conversation between two NPC's.Make your own 'Let's get Going' topic on the 'Topics' tab and not the conversation tab. Anything that is 'in dialog' between an NPC and the player - make on the topic tab. Use the Conversation tab for conversations between two NPCs or random comments that your follower can say. Re: setting conditions on dialog. Once created, ''Hello'' and ''GOODBYE'' only show up as dialog options upon < right-click > on the '''Conversation''' tab and select ''Add Topic''. There is a "conditions" box [image] under your entry in the "Conversation" on the "Dialogue" tab in the "Quests" object window. See the "Very Basic Dialog Tutorial" thread. Re: conditional testing. Please see 'TIP Standard Dialog' under "Dialogue and Lipsynch".-Dubious- Edited August 16, 2020 by dubiousintent Link to comment Share on other sites More sharing options...
JuicyPwner Posted August 16, 2020 Author Share Posted August 16, 2020 I see, set goodbye in topics only will allow it to be said only in dialogue. Link to comment Share on other sites More sharing options...
dubiousintent Posted August 17, 2020 Share Posted August 17, 2020 Your summary is not quite correct. (I'm being picky because the semantic distinctions here are important to understand.) Think of "HELLO" and "GOODBYE", as well as "Topics" and "Conversation", as categories: with specific entries for particular Speakers controlled by the "conditions". "Dialog" occurs between any two Actors, either Player or NPC. (Once created, Hello and GOODBYE only show up as dialog options upon < right-click > on the "Conversation" tab and select Add Topic. This programming choice is what often causes confusion, because you can't really tell after the fact which tab the entry was made on. You can only tell who the "Speaker" and "Next Speaker" are. See the image.) A "Farewell" type of entry (NOT by selecting the predefined "GOODBYE" Topic category entry, but a "new topic" with the "Goodbye" checkbox enabled under "Info Details") in "Topics" will only be used between the Player and an NPC. A "GOODBYE" category Topic will only be used between two NPCs. It may appear to be a small distinction, but it is critical. (I would appreciate feedback if this clarification is helpful or confusing, as I'm thinking it needs to be added to the wiki entry.) -Dubious- Link to comment Share on other sites More sharing options...
JuicyPwner Posted August 17, 2020 Author Share Posted August 17, 2020 No I did a play test and what you have said is exactly what I need for dialogue to only be said between npc and pc. Having the GOOBYE dialogue (along with the check-marked goodbye of course) in Topics instead of Conversations allows it only to be said when the player is engaged in dialogue with the npc (the only downside is that I have to manually add it to areas I want goodbyes in but this in turn lets me have control on when pc can leave or not). Otherwise, if I have left it in the Conversations tab, the npc's associated package with check marked "RandomConversations" or etc. would allow it to be played whenever an npc or pc passes by them--which is what I wanted to get removed in the first place. I referred to this statement: Don't use the GOODBYE topic for that [Player-directed dialogue]. Its for ending a conversation between two NPC's.Make your own 'Let's get Going' topic on the 'Topics' tab and not the conversation tab. Anything that is 'in dialog' between an NPC and the player - make on the topic tab. Use the Conversation tab for conversations between two NPCs or random comments that your follower can say. I also took a look at one of seddon's videos (I believe advanced dialogue, not sure) and he adds goodbye in topics instead of conversations tab (which in beginner video he set it in conversations, i think this confused me the most.) Link to comment Share on other sites More sharing options...
dubiousintent Posted August 18, 2020 Share Posted August 18, 2020 Thanks for the feedback. I'll leave the wiki description "as is" then but will add about needing to enable the "goodbye" under "Info Details" for PC-NPC dialog. You discovered one of the issues I have with video tutorials. They often jump around among tabs and fields visually without explaining "why". It's either an oversight or a compromise they make to keep the viewing time down, but it often leads to confusion. Which in turn leads you to need to view several videos, taking even more time. And re-editing a video is much more time-consuming than with a document, so it doesn't happen often. <Sigh.> -Dubious- Link to comment Share on other sites More sharing options...
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