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Dialogue options with arbitrary random actors


SKKmods

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Lets start with I hate doing voice, dialogue and scenes, but I would like to pop a 4 way player dialogue option menu with arbitrary random actors.

 

If the target actor is in a quest reference alias its simple for a Player Greeting to kick a Scene with the target actor. Done that lots.

 

But what if the arbitrary random target actor is not already in a reference alias on the quest ?

 

(A) Stuffing all the actors in the active area into a Reference Collection Alias doesn't seem to work, a scene will only start if the Target is a specific GetIsID Actor or in a specific Reference Alias.

 

(B) I even ForceRefTo a bunch of actors in the active area into individual ReferenceAliases each with their own copy of the scene and that worked fine, but it is not scaleable or maintainable.

 

© I have tried to make the initial greeting topic ForceRefTo the target into a specific reference alias, the alias fills fine but but by then it seems to be too late and the scene will not start: Alias_TalkSceneTarget.ForceRefTo(Game.GetPlayer().GetDialogueTarget())

 

Any experience of this, is it a hard tech limit ?

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© I have tried to make the initial greeting topic ForceRefTo the target into a specific reference alias, the alias fills fine but but by then it seems to be too late and the scene will not start: Alias_TalkSceneTarget.ForceRefTo(Game.GetPlayer().GetDialogueTarget())

 

That's what Forced Alias does. In the topic info of the greeting, below the "response text", in the Start scene, select the scene and the alias you want to fill.

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Far be it for me to be useful in a case like this, but just noticed a SPOR - Spectator Override Package List in PRPS - Properties of NPCs via FO4edit this morning and wondered if that could be used for something.

It's like the scene in Diamond City "I'm not a Synth, I'm your brother." I supposed. Have seen it used in 1 or 2 quests/mods if i recall.

Anyway, might be a way to "collect 'em" under one heading, to then be dealt with specfically.

(???)

Anywhoo, :whistling:

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@DieFeM I would *love* for ForcedAlias to work.

 

Unfortunately with the Player initiating the scene greeting, the ForcedAlias option forces the alias to the Player :sad: ... value checked with an OnEnd script.

 

@Blinxys unfortunaltey I have no idea what to do with your package observation since I have no access to the arbitrary random actors to attach packages.

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Sorry, didn't fully understand the perameters of your issue, probably still don't.

 

Have seen things like this done, recruiting via AFT, and similar/different mods not on here, for instance.

 

Think what you are asking is generally handled by way of faction, possibly created/co-opted by a quest, but most always created/set up on game/mod load.

 

Perceived behavior of such mods:

If in range/cell/settlement, and in faction, find/select randomNPC, randomNPC = var/temp, alias=var. (However that all goes).

???

 

Most often the player is stuck in that quest mode until it is completed, (or quest can be toggled).

 

Talk to random NPC-> get result, or have an option to (3) to get regular (say trade) dialogue from any NPC instead.

 

which you can guess can create it's own issues.

 

Or, I totally do not understand the problem, (extremely likely), and am sorry to have wasted your time. d'oh :pinch:

 

Will be interested in how you solve this, nevertheless.

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