Dialogue Prompt Confusion

Post » Sat Nov 17, 2012 11:32 am

Okay having some confusion with dialogue. I have a topic that can only be initiated with a specific actor, the topic text is "I have returned from the hunt". Now I don't want the NPC to say anything, but I want the dialogue to move to a series of prompts determined by conditionals( basically a series of checks, similar to the FavorJobsMineOre quest). I also give the actor different response texts depending on the prompt. Now here are my questions....

1. It seems as though the only way to check to make sure the FormID of the actor is for the actor I want, is to do so in each new prompt/response text window. This seems inefficient and wrong because I don't see the MineOre quest even checking to make sure it has the right actor.
2. Are prompts even what I want in this case? Could someone give me a proper breakdown? The CK Wiki doesn't quite cover prompts to a tee.

Edit: Perhaps I should clear this up as to the reason I am actually asking these questions.

Basically I want the topic text to always appear as an choice when talking to the actor. If the player meets the conditionals I want it to open the prompts through the topic text or, if the conditionals are not met I want to have a dialogue choice to come back later or ask what type of meats the actor will accept.

Right now, if the character doesn't meet the conditionals of the prompt then the topic text just isn't there. Do I need to make a topic text without a prompt to act as a base case? Then just link it to the prompted boxes?

I want it to go like this "I have returned from the hunt"
-> if player has the required items then conditionals are met and the associated prompt choice appears, lets say the player has Venison-> "I would like to trade Venison for supplies"-> Now the NPC responds, "Thanks, looks like you could use a few more of these".

-> or if the player does not have any of the items required for the prompts conditionals to be met two dialogue prompts appear instead-> "What kind of meat are you looking for" or "I'll come back later".

I'm just not really sure because the CK Wiki and tutorials covers this area very briefly.
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Liv Brown
 
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Post » Sat Nov 17, 2012 11:11 am

1. It seems as though the only way to check to make sure the FormID of the actor is for the actor I want, is to do so in each new prompt/response text window.

Conditions placed on the initial Quest Data tab of a quest are global dialogue conditions for all the topics in the quest. So if your quest only involves speaking to one NPC, you can have just the one GetIsID condition there.

2. Are prompts even what I want in this case?

From what I can understand of your situation, no, it's likely that separate topics might make more sense.

Prompts are usually used when you want to make small alterations to what the player says to an NPC, and possibly how the NPC responds, based on conditions like gender or race. For example, if you add an NPC to the market in Windhelm, you might create a topic where the player can ask that NPC "Where can I find the Dark Elves in Windhelm?" The NPC could reply "In the Grey Quarter, but I don't know why you'd want to go there!" But since there's the chance that the player is a dark elf, you might want add another response to cover that possibility. You'd add a new response to the same topic, with a condition to check whether the player is a dark elf, and have a prompt like "Where can I find my kinsmen in Windhelm?" with the NPC replying "Your scum are off in the Grey Quarter. Get you there yourself, before I call the guard!" So it's the same basic topic, but with slight variations for better roleplaying.

There are other uses for prompts, but that's a core one. You can use prompts as you have been, but in terms of organizing your dialogue, topics may be better, in terms of knowing what choices you want to be able to display and when.
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Mizz.Jayy
 
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Post » Sat Nov 17, 2012 2:15 am

Okay so I have my overall branch with dialogue that appears as,

"I have returned from the hunt"

then I make a base case topic for conditionals if the player has none of the required items
"What meats are you looking for"

then, another topic with conditions that are met if the player returns with venison.
"I have brought back venison"
then another topic if the player returns with wolf meat and a new topic for every type of meat(which is tested by conditionals checking to see if the player "HasKeyword" which is tied to the base object of the meat, ie. FoodVenison is given the Keyword MeatVenison)

Then I just link each topic from the top-level branch?
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Ice Fire
 
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