Using ForceGreet

Post » Thu Jun 21, 2012 7:10 am

Give your NPC a guard package as well as the forcegreet package and make sure the forcegreet is topmost. Put a condition (GetStage <= 10) on your forcegreet package. In the dialogue advance the quest stage to 15 (for example) when the player first responds. The guard package will take over automatically when the NPC evaluates packages.

Edit: that's about how I feel about designing dungeons.

Thanks

I just did that with GuardPost package (it was the closest one)

But I got the same results.

Well...actually the first line of dialog went missing. The one where the player asks "What do you want?"

edit

I set the target to self with 64 radius.
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Mari martnez Martinez
 
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Post » Thu Jun 21, 2012 1:43 pm

Here's the setup for the guard package:

http://lamplight.pcgamingnetwork.com/tmp/aipackage1.jpg
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des lynam
 
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Post » Thu Jun 21, 2012 10:14 am

Give your NPC a guard package as well as the forcegreet package and make sure the forcegreet is topmost. Put a condition (GetStage <= 10) on your forcegreet package. In the dialogue advance the quest stage to 15 (for example) when the player first responds. The guard package will take over automatically when the NPC evaluates packages.

Edit: that's about how I feel about designing dungeons.

Oh yea...how do you set stages in the dialog?
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MARLON JOHNSON
 
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Post » Thu Jun 21, 2012 12:25 pm

In the Topic info you can add papyrus fragments for before and after the topic is spoken.

GetOwningQuest().SetStage(15)
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Antony Holdsworth
 
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Post » Thu Jun 21, 2012 1:23 pm

In the Topic info you can add papyrus fragments for before and after the topic is spoken.

GetOwningQuest().SetStage(15)

Do that for the last topic?
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JD bernal
 
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Post » Thu Jun 21, 2012 5:59 am

I put the fragment on the End Fragment and made a new stage (15) but there isn't any change.

edit

I just changed the radius to 150, since the distance was set to 75 in the force greet package. But nothing changed.

After the dialog the last line (ok, I'll leave) pops up even though you want to fight.
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Dustin Brown
 
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Post » Thu Jun 21, 2012 3:17 pm

I'd be inclined to do it after the first topic. If the player decides to back out of the dialogue at topic two, do you want the NPC to forcegreet them again with exactly the same dialogue?

Do you really want the NPC to guard themselves? Shouldn't they be guarding the door?
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Michelle Smith
 
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Post » Thu Jun 21, 2012 1:03 pm

Is your trigger still setting the quest back to stage 10?
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Kevin Jay
 
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Post » Thu Jun 21, 2012 11:57 am

Is your trigger still setting the quest back to stage 10?

Let me put a messagebox to see brb
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Gavin boyce
 
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Post » Thu Jun 21, 2012 12:07 pm

I set up the message box to display when this quest is started. It displays only once. So the quest isn't being restarted, just not set to the proper stage once the NPC gives his lines (I think)
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Rebecca Clare Smith
 
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Post » Thu Jun 21, 2012 11:34 am

I'd be inclined to do it after the first topic. If the player decides to back out of the dialogue at topic two, do you want the NPC to forcegreet them again with exactly the same dialogue?

Do you really want the NPC to guard themselves? Shouldn't they be guarding the door?

Guarding the door?

I was thinking that after the talk and the decision to combat is started the NPC would need to guard his immediate vicinity.
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Kim Bradley
 
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Post » Thu Jun 21, 2012 7:25 am

So far it's all the same thing with no change.

Except the initial greeting in which the NPC initiates the conversation, which I like better than having to say "What do you want?" to get things started.
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Justin Bywater
 
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Post » Thu Jun 21, 2012 6:09 pm

Is there another setting you'd like me to get a screenshot of?
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victoria gillis
 
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Post » Thu Jun 21, 2012 12:25 pm

But the player could just run around the NPC.

"Ok, I'll leave" appears whenever conversation starts with the NPC because you have made it a top-level branch.

Restarting, and being set back to stage 10, are not the same thing.

I'm assuming that your forcegreet package is either not ending or restarting for some reason, but it's a pain to get all the relevant shots of that. And I need to go to bed. In the meantime, if no one else steps in, Debug.Notification and Debug.Trace messages in stage papyrus fragments are really handy for seeing stage movements, and in begin and end package fragments too.
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Crystal Clear
 
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Post » Thu Jun 21, 2012 9:28 am

That's ok Ingenue

If something doesn't change soon I'll probably drop the whole thing. I have hundreds of hours on this and the only things I've got done, other than the interior is two beginning quests.
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Rudy Paint fingers
 
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Post » Thu Jun 21, 2012 7:04 am

That would be an appalling shame! Especially when there is probably something really simple that's wrong.

This morning I am much less convinced that your ForceGreet package is the problem, and I wonder if some other package is kicking in and making your NPC follow you around.

Would it help if I posted a tiny mod somewhere for you to look at, that just set up an NPC to force greet the player and then attack if they refuse to leave, or take too long to leave?
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!beef
 
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Post » Thu Jun 21, 2012 12:52 pm

That would be an appalling shame! Especially when there is probably something really simple that's wrong.

This morning I am much less convinced that your ForceGreet package is the problem, and I wonder if some other package is kicking in and making your NPC follow you around.

Would it help if I posted a tiny mod somewhere for you to look at, that just set up an NPC to force greet the player and then attack if they refuse to leave, or take too long to leave?

I've dropped the whole quest to start over last night. I think I was going at it entirely wrong. I went around watching some youtube tuts and the wiki. I understand how the dialog view works a lot better now.

My biggest question right now is whether there is a better way to trigger the bandits to come out. Should I surround the area with a trigger box, like I did before. Or should I use some other method.

Regarding the ForceGreet problem. I think I had more than one instance of it running. There's a dozen places that these little scripts can be placed. I think I had one on the NPC and at lease one in the quest maker. With the NPC continually following the player after the quest was completed made me realize there must be more than one instance of ForceGreet at play.

I would really appreciate an example of how this should work. My next quest for the mod is going to be pretty complex, I think. Involving the player getting knocked out and the screen fades to black and he awakens in a dungeon cell. Then gets knocked out again and awakens at the feet of the bandit leader.
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Marguerite Dabrin
 
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Post » Thu Jun 21, 2012 6:22 am

Instead of using a trigger box to start the mini-quest, how about using the xMarker.

Something like....If player is within X units of xMarker then trigger script.

Would that work?

It would make things a lot less cluttered around the two entrances to the town and give me some room for other things I have planed.

edit

I just set the xMarkers as aliases. All I need to do is to make it if the player gets close enough then another xMarker is set to Enable and the bandits will appear in front of the entrance.
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Jerry Cox
 
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Post » Thu Jun 21, 2012 7:07 pm

Since the MapMarker is pointing to the edgemarker I placed a regular xMarker and put a couple scripts on it.

One is DefaultEnableDisableLinkedRef and the other is SetStage.

What I would need is a check that the player is within X units from the xMarker to trigger it

Something like:

if (game.getplayer().iswithinXunits)

Or something like that.
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Jesus Duran
 
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Post » Thu Jun 21, 2012 5:15 am

My biggest question right now is whether there is a better way to trigger the bandits to come out. Should I surround the area with a trigger box, like I did before. Or should I use some other method.

I tend to use ChangeLocation events for everything. After all you do want to start a quest. But a trigger would be fine too, I'd have thought.

Regarding the ForceGreet problem. I think I had more than one instance of it running. There's a dozen places that these little scripts can be placed.

Yes, and packages can be screwy. I find it really helpful to keep a list of anywhere my quest stages/objectives get changed.

I would really appreciate an example of how this should work.

OK. I have put a little example up https://rapidshare.com/files/2014925253/TestForceGreet.zip. Not much to it - It's just an NPC on Riverford Bridge who greets you and then attacks you if you refuse to leave, or take to long to leave. I found that the Guard package was too slow about attacking me (it depends on game settings), so I added a simple script to the alias launching an attack if I was still in range after a few seconds. At least it shows the dialogue set up though, so I hope it helps a bit.
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Tiffany Holmes
 
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Post » Thu Jun 21, 2012 4:52 am

Thanks Ingenue!

I can't seem to be able to run that esp

I can't coc to TestForceGreet and I don't see it in the CK after loading

What is the CK name for it?
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Gavin boyce
 
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Post » Thu Jun 21, 2012 6:46 pm

Drat, what did I forget? If you coc to RiverwoodSleepingGiantInn and head out towards the bridge you should see the NPC. The quest is called TESTForceGreetQuest.
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Taylah Illies
 
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Post » Thu Jun 21, 2012 9:22 am

Drat, what did I forget?

The dialogue view! And I thought I made sure I'd put it in. Hold on, I'll try again.

Edit: https://rapidshare.com/files/2972177996/TestForceGreet.zip.
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Joey Avelar
 
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Post » Thu Jun 21, 2012 12:18 pm

OK

That was good

But what starts the quest?

When you approach?

In my needs would it be better to have 4-5 bandits stand in front of the entrance and have one of the up front to talk to the player to warn him to stay away or make them forcegreet the player
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Charleigh Anderson
 
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Post » Thu Jun 21, 2012 10:44 am

I made it starts game enabled, to be simple, but normally I'd have made it start with a ChangeLocation event (with for example a GetInCurrentLoc condition on the quest node).

Yes, I think you probably need quite a few bandits on show, or the player is going to expect to kill them.
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Darren
 
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