NPC wont start conversation

Post » Tue Jan 04, 2011 4:53 am

Hello folks,

I have a script that compile but does not what its supposed to do. I have a special armor item that trigger a object script which will check which follower is hired by the player and then start a conversation with the player. Everything is compiling, the NPC receive my package, the evp seem to work but it wont trigger the conversation. Here my script :

ScriptName aaDocZHCParmourObjScrbegin OnAdd	if VNPCFollowers.bBooneHired == 1                                CraigBooneREF.SayTo Player, aaDocZNPCreaction				ShowMessage aaDocZFollowerReaction01				set CraigBooneREF.Waiting to 1;				CraigBooneREF.evp	elseif VNPCFollowers.bCassHired == 1                                RoseofSharonCassidyREF.SayTo Player, aaDocZNPCreaction				ShowMessage aaDocZFollowerReaction01				set RoseofSharonCassidyREF.Waiting to 1;				RoseofSharonCassidyREF.evp	elseif VNPCFollowers.bVeronicaHired == 1                                VeronicaREF.SayTo Player, aaDocZNPCreaction				ShowMessage aaDocZFollowerReaction01				set VeronicaREF.Waiting to 1;				VeronicaREF.evp	elseif VNPCFollowers.bLilyHired == 1                                LilyREF.SayTo Player, aaDocZNPCreaction				ShowMessage aaDocZFollowerReaction01				set LilyREF.Waiting to 1;				LilyREF.evp	elseif VNPCFollowers.RaulHired == 1                                RaulREF.SayTo Player, aaDocZNPCreaction				ShowMessage aaDocZFollowerReaction01				set RaulREF.Waiting to 1;				RaulREF.evp	elseif VNPCFollowers.ArcadeHired == 1                                ArcadeREF.SayTo Player, aaDocZNPCreaction				ShowMessage aaDocZFollowerReaction01				set ArcadeREF.Waiting to 1;				ArcadeREF.evp	endifend;


I thought the topic ID might be no good but i've already double check it and i figure the script wont compile if this ID was no good. The topic doesnt have a condition as well and is only composed of a simple "test" answer and flagged as Goodbye. I want the NPC to just start the conversation, i will script some random reactions and more complexe dialogue once i get my follower to speak with the player.

Thanks!
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Laura Tempel
 
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Joined: Wed Oct 04, 2006 4:53 pm

Post » Mon Jan 03, 2011 11:19 pm

I thought the topic ID might be no good but i've already double check it and i figure the script wont compile if this ID was no good. The topic doesnt have a condition as well and is only composed of a simple "test" answer and flagged as Goodbye. I want the NPC to just start the conversation, i will script some random reactions and more complexe dialogue once i get my follower to speak with the player.


Are you saying you have zero conditions on the topic "aaDocZNPCreaction" that you are trying to get the followers to say?
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Ann Church
 
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Joined: Sat Jul 29, 2006 7:41 pm

Post » Mon Jan 03, 2011 11:41 pm

With 'SayTo', an actor won't start a conversation. They will just voice the topic. If there is no sound on the topic, it will look like nothing is happening. To start a conversation, you can use ActorRef.StartConversation http://geck.gamesas.com/index.php/StartConversation or you can use a dialog package and use it as a scriptpackage with aaDocZNPCreaction as the topic.

ActorRef.AddScriptPackage MyForceGreetPackage

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Luna Lovegood
 
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Joined: Thu Sep 14, 2006 6:45 pm

Post » Tue Jan 04, 2011 9:41 am

What RickerHK is saying is true, however you can force subtitles on to a SayTo so that you can set them up without voicing and test them and have them active in your mod and know they are working. You can do that by adding a 1 (one) after the name of the topic (NPCref.SayTo NPCref TopicID 1). He also makes a good point about StartConversation and dialogue packages. That would be the way to go for a conversation and the way to build more dialogue.

But, I am still curious if you are trying to use your topic without conditions. Each topic you create needs to have, at a minimum, the GetIsID condition applied to it otherwise it belongs to every NPC instead of just the one(s) you want to speak it. You should do that to every topic, even when testing, as it might cause problems for you. NPCs won't necessarily speak a topic that doesn't belong to them.
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(G-yen)
 
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