TziporaHalevi Posted May 6, 2013 Share Posted May 6, 2013 I'm so close to getting my mod ready for the next release. NPCs are in place, the items are made but for some reason the dialogue and the way it links to actual quests (actual quests) is making my head explode. I've looked up several tutorials and none have really been alt that helpful for what I'm trying to do. I'm trying to do a forced greeting as soon as I enter a room for example that ends up with combat. No dice. No luck either in the killing of an NPC triggering the extra dialogue with my companion that it's supposed to. If I'm missing something simple and a simple nudge in the right direction will suffice that'd be very much appreciated Link to comment Share on other sites More sharing options...
TziporaHalevi Posted May 6, 2013 Author Share Posted May 6, 2013 (edited) scn 0000JocelynForceGreetscript short DoOnce Begin OnDeath 0000RitaSisREF KIDJOCELYNREF.StartConversation Player Greeting Set DoOnce to 1 End This is (one of) my Script. It Saves just fine but it does absolutely nothing. Here's where things get really confusing scn 0000forcedjocelynattackscript short DoOnce Begin Gamemode If DoOnce != 1 If player.GetDistance 0000RitaSisREF < 250 0000RitaSisREF.StartConversation Player GREETING Set DoOnce to 1 endif endif End It will not save with this current script. Oddly enough if I switch 0000RitaSisREF.StartConversation to KIDJOCELYNREF.Startconversation it will save and Jocelyn will force greet me with her standard greeting. I have a standard greeting set for Rita, but Rita for whatever reason will not work. As you can see the Ref used is the same spelling and everything asthe reference used to even trigger the script in the first place so I have no idea what's going on. Edited May 6, 2013 by TziporaHalevi Link to comment Share on other sites More sharing options...
jazzisparis Posted May 6, 2013 Share Posted May 6, 2013 Hi Tzip, Never ever use numbers at the beginning of any editor ID/reference. 0000RitaSisREF is a reference name the compiler cannot resolve - that is why the script will not save. Link to comment Share on other sites More sharing options...
TziporaHalevi Posted May 6, 2013 Author Share Posted May 6, 2013 (edited) Oh? Well that makes more sense than xD will try this out when I get off of work! Thanks a bunch Edited May 6, 2013 by TziporaHalevi Link to comment Share on other sites More sharing options...
TziporaHalevi Posted May 7, 2013 Author Share Posted May 7, 2013 (edited) Tested the force greet on entry, it worked to get an attack as I needed! Thanks! Now I just need to figure out how to get Jocelyn to react once I kill the NPC. Still using the above mentioned script but am I putting it somewhere wrong? It's a seperate script set to object. I dunno if it needs to be set to quest and attached to a specific quest to work or not but it won't let me save it like a quest script anyway Guess I'll give a somewhat basic rundown of what it is I'm trying to do for this quest. Enter area. NPC Auto greets you, but the conditions for this revolve around actually having the specific companion in the party. NPC doesn't give you a choice so combat begins. Once you kill said NPC, Companion will speak with you and at this point the quest Title should trigger as well as the first objective. Fulfill next objective by killing the next NPC afterfinding them. This should trigger another conversation with companion, this time she will be equipped with the Gun the NPC killed was holding. There's a lot more to it but I'm pretty sure once I figure out these I should pretty much be set to do the rest on my own. Any help getting in the right direction would be appreciated Edited May 7, 2013 by TziporaHalevi Link to comment Share on other sites More sharing options...
llamaRCA Posted May 7, 2013 Share Posted May 7, 2013 Tested the force greet on entry, it worked to get an attack as I needed! Thanks! Now I just need to figure out how to get Jocelyn to react once I kill the NPC. Still using the above mentioned script but am I putting it somewhere wrong? It's a seperate script set to object. I dunno if it needs to be set to quest and attached to a specific quest to work or not but it won't let me save it like a quest script anyway Guess I'll give a somewhat basic rundown of what it is I'm trying to do for this quest. Enter area. NPC Auto greets you, but the conditions for this revolve around actually having the specific companion in the party. NPC doesn't give you a choice so combat begins. Once you kill said NPC, Companion will speak with you and at this point the quest Title should trigger as well as the first objective. Fulfill next objective by killing the next NPC afterfinding them. This should trigger another conversation with companion, this time she will be equipped with the Gun the NPC killed was holding. Hi! :) This is what I've done. The NPCs you've created to interact with and kill can have an object script attached to them. Do that and use an OnDeath block to do what you need (you can put the scripting for setting quest stages, triggering conversations, etc in that block). The OnDeath block runs when the NPC dies. Link to comment Share on other sites More sharing options...
TziporaHalevi Posted May 7, 2013 Author Share Posted May 7, 2013 Thanks Llama! What's the correct command for getting the companion to use a specific topic? Do I need to call the quest it's within and label the topic title? Link to comment Share on other sites More sharing options...
llamaRCA Posted May 7, 2013 Share Posted May 7, 2013 Thanks Llama! What's the correct command for getting the companion to use a specific topic? Do I need to call the quest it's within and label the topic title? 1. If you want the topic to be said outside of face-to-face dialogue, but to the player (for example) then you useSayTo Player TopicID 2. If you want the topic to begin a conversation (that is it goes into face-to-face dialogue) with the player then you use StartConversation Player TopicID Is that what you were looking for? Link to comment Share on other sites More sharing options...
TziporaHalevi Posted May 7, 2013 Author Share Posted May 7, 2013 Thanks Llama! What's the correct command for getting the companion to use a specific topic? Do I need to call the quest it's within and label the topic title? 1. If you want the topic to be said outside of face-to-face dialogue, but to the player (for example) then you useSayTo Player TopicID 2. If you want the topic to begin a conversation (that is it goes into face-to-face dialogue) with the player then you use StartConversation Player TopicID Is that what you were looking for?Yeah! Thanks! I just wasn't sure if I needed to tie in the specific quest the Dialogue topic was tied to or not. Link to comment Share on other sites More sharing options...
TziporaHalevi Posted May 8, 2013 Author Share Posted May 8, 2013 Okay one more thing, xD On the last phase of my quest and I want to make a talk scene between the companion and her antagonist. What's the command to prevent the courier from moving while the talk plays out. Link to comment Share on other sites More sharing options...
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