Using ForceGreet

Post » Thu Jun 21, 2012 1:55 pm

Have you seen that other thread where Justin made a script to go into an xMarker. So when the player get so close it's supposed to enable the disabled bandits?

It needs some troubleshooting though because the reference target stays red over the other xMarker that is supposed to enable the bandits

edit

http://www.gamesas.com/topic/1375826-setting-an-xmarker-as-an-enabledisableref/
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mollypop
 
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Post » Thu Jun 21, 2012 6:24 am

I was just thinking...I know, it's shocking ain't it?...if I use a ChangeLocationEvent I'd have to use the Story Manager, right?

Also

I looked over you Dialog tab and it is pretty much how I am recreating what I had before.

But how would I add something like grunts and growns from the other bandits?

Like the one bandit tells the player he's not welcome here and one of the other bandits, being pretty ignorant as bandits are, says "uh huh" and another goes "Yeah! that's right, get outta here" etc etc

Are those responses added as new branches with those bandits as aliases? And how would you time them?

BTW...check out what I'm buying for creating the some of the voices: http://www.shure.com/americas/products/microphones/PG/pg42-usb-vocal-microphone
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Claire
 
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Post » Thu Jun 21, 2012 5:22 am

If I use a ChangeLocationEvent I'd have to use the Story Manager, right?

Yes. It's easy.

That sounds like a great scene. You'd need to use at least one Quest Scene. You can interweave scenes and dialogue (as in the main quest scenes with Whiterun's Jarl, for example). One of the kinds of 'action' you can add to a scene is a timer. But I'd strongly advise doing a scene tutorial!

Awesome looking microphone! But you cannot make me jealous, I love my Blue Yeti. :smile:
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Brian Newman
 
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Post » Thu Jun 21, 2012 6:41 pm


That sounds like a great scene. You'd need to use at least one Quest Scene. You can interweave scenes and dialogue (as in the main quest scenes with Whiterun's Jarl, for example). One of the kinds of 'action' you can add to a scene is a timer. But I'd strongly advise doing a scene tutorial!

Awesome looking microphone! But you cannot make me jealous, I love my Blue Yeti. :smile:

I've done several scene tuts but still don't get it. I mean not very well. I don't even know why there is a tab for dialog and then a tab for scenes. What's the difference, ya know?

That mic looks pretty tempting. It's cheap on ebay too. I guess I'll have to compare the specs now :/
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CRuzIta LUVz grlz
 
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Post » Thu Jun 21, 2012 6:00 am

Ya know

I'm so tossed up with how to attack this scene my gears are stuck in neutral.

It's actually a quite complicated scene really.

I have to make sure the player is sent on his merry way after the bandits confront him or face an ugly death. I have to ensure the scene can be disabled and re-enabled when the player gets close enough. And I probably should switch things up a little if the player comes back before the main quest is completed....like having a different bandit confront the player and the other bandits say something different.

Not only that but I have to ensure the other bandits don't attack until the time is right.

Writer's block svcks!
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herrade
 
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Post » Thu Jun 21, 2012 6:45 pm

I thought a location event would be best so I started a SM node under my other ones already there.

The problem is that I can't tell it the location. It is just blank

http://imgur.com/JY12f

What should I do?
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matt
 
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Post » Thu Jun 21, 2012 10:11 am

You should go to your quest's Quest data tab and set the Event dropdown to ChangeLocation.
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Lisha Boo
 
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Post » Thu Jun 21, 2012 6:43 am

You should go to your quest's Quest data tab and set the Event dropdown to ChangeLocation.

Thanks I just did and that worked!

I'm still confused about the difference between the dialog view and the scene tab.

So, I've been working in the dialog view and this is what I've done so far:

https://imgur.com/a/ZVLyz#0

The two branches on the right are supposed to be like background noise from two other bandits and the bottom right when the player decides it's not worth fighting 5 bandits and leaves.

Since I haven't recorded the voices nothing happens yet though.

edit

BTW...I've created custom voice types for all 5 of these characters.
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Scared humanity
 
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Post » Thu Jun 21, 2012 2:40 pm

Dialogue is when the Player initiates dialogue with an NPC (by pressing E, usually)

A scene is one or more NPCs doing various actions and/or saying dialogue lines to each other ... that the player watches
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Je suis
 
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Post » Thu Jun 21, 2012 9:10 am

To underline that a bit more: dialogue is like pingpong between you and the single NPC you're talking to. You pick a topic info, they give a response info, you pick a topic info, they give a response info, etc. For background pvssyr you need a scene.
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Pawel Platek
 
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Post » Thu Jun 21, 2012 4:20 pm

But neither of these will allow the NPC to initiate the conversation?

Like a bandit running up to you to tell you to get lost.

I figured that the first branch I would leave the first Topic Text blank and just have the response.
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Laura Ellaby
 
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Post » Thu Jun 21, 2012 4:53 am

Both of them do. In the case of dialogue you use force greet, and in scenes NPC are the only people who can speak.
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Matt Gammond
 
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Post » Thu Jun 21, 2012 7:28 pm

OK...I understand now.

There's so many thing wrong with this quest it isn't funny.

Like I set the bandits up to be initially disabled but they start enabled.

And the enabler script to put on the xmarker that Justin wrote isn't working....or maybe it is but not set right.

I'm trying to avoid having to use a huge trigger box.

So this time I'm trying Change Location Event. But that isn't working either.

I've pulled out so much hair I think I can sell it lol
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jeremey wisor
 
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Post » Thu Jun 21, 2012 7:14 pm

But that isn't working either.

You don't say how. But you will need to call Stop() on the quest when you leave the area, as well as starting it when you enter, or it will never restart when you reenter the area. So you might consider having another very simple quest as the one that starts on ChangeLocation, and which in its single, startup phase does nothing but

if { condition to see if we are in the right location }  kmyQuest.LamplightQuest.Start()else  kmyQuest.LamplightQuest.Stop()endIfStop()

(Of course if you do this you will have to set the Event dropdown on your main quest back to None.)
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Jaylene Brower
 
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Post » Thu Jun 21, 2012 12:10 pm

But what is the correct way to declare where the location is?

I have created locations for both the North and the South entrances by pointing it to the map markers, is this the correct way to do that?

Also, the main bandit that does all the talking still doesn't run up to the player. I did put the ForceGreet script on him and he followed me around. I don't think I'll be using that any more lol

And how do I set it up so the two bandits say that stuff (Yea) and (Yeah, that's right) while the main bandit speaks?

Heck....I'm beginning to think it was a lot easier to just use a trigger box lol
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YO MAma
 
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Post » Thu Jun 21, 2012 6:28 am

I just went back to using a trigger box. I have better luck with that.

But I still have some questions.

If the bandits start out very aggressive they just attack as soon as they are enabled. How do I set it up so they become aggressive if the player chooses that route?

I have the quest started at game start and the trigger box will disable() itself if the previous quest is complete.

But when I approach the bandit he just stands there, even though I have his voice recorded and ForceGreet enabled.

Here's an image of my dialog view now:

http://imgur.com/skUXL

I have no stages or objectives too.
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Isaac Saetern
 
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Post » Thu Jun 21, 2012 9:45 am

Put the player in a faction they're friendly to - then call Player.RemoveFromFaction(TheirFaction).

You're still trying to get background pvssyr through a dialogue. It won't work. You have to make a scene.

Not really sure what you mean by forcegreet being 'enabled'. You need to make a forcegreet package. You can base it on the forcegreet package template. Reasonable package settings are NPC Wait location: near self, radius 400; trigger location: near self, radius 1000; forcegreet distance: playerref, radius 300. And check the Flag for Preferred speed if you want the bandit to run.
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Francesca
 
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Post » Thu Jun 21, 2012 8:50 am

OK

I think I have just about everything (thanks to you :) )

What I am saying about ForceGreet is the drop down on the branch topic page (I think)...it was either ForceGreet or Rumor.

The ForceGreet I am using is a new AIPackage with ForceGreet Package Template.

Here's a video of the bandit following me around. It will be ready about 5:30pm EST

https://www.youtube.com/watch?v=_YjJSmrj3Lk&feature=youtu.be

As you may be able to see...it's almost there!

I have to take my Mother to dinner...bbl

Thanks so much for your help!
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Chantelle Walker
 
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Post » Thu Jun 21, 2012 5:54 pm

So it must be that your forcegreet package is never finishing.

Could your forcegreet package template (on which you based your new forcegreet package) somehow have got edited to repeat? If you open it up from the object window and click on the 'stacked' and 'sequence' branches, there's a checkbox for 'Repeat when complete' that should not be checked.

Also if you click on the 'Forcegreet' procedures in the nodes the checkbox should change to 'Success completes package', and these should be checked.

On the flags tab, Must complete should not be checked.

If those things are as they should be, I can only think your dialogue must somehow be baffling the forcegreet procedure. Did you delete the 'yeah, right' additions to the first topic?
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Jonathan Windmon
 
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Post » Thu Jun 21, 2012 12:07 pm

So it must be that your forcegreet package is never finishing.

Could your forcegreet package template (on which you based your new forcegreet package) somehow have got edited to repeat? If you open it up from the object window and click on the 'stacked' and 'sequence' branches, there's a checkbox for 'Repeat when complete' that should not be checked.

Also if you click on the 'Forcegreet' procedures in the nodes the checkbox should change to 'Success completes package', and these should be checked.

On the flags tab, Must complete should not be checked.

If those things are as they should be, I can only think your dialogue must somehow be baffling the forcegreet procedure. Did you delete the 'yeah, right' additions to the first topic?

Dang I've learned a lot since I started this. I didn't know you can can change the template. So, no, the template hasn't been changed.

But I did remove the two other bandits words and the bandit ran up to me, said his piece then walked back to his marker, just as what would be expected.

However, when I then go to him and activate him I get three dots where my question would normally be. But since I have no opening question it's just three dots.

Also...I made this video earlier that shows what the question looks like when "ForceGreet" is set in the drop down in the Topic Branch.

And while I recorded the video a friend "dropped" in creating a pretty funny photo-bomb.

No goats were harmed in the making of this video!......(honest)

https://www.youtube.com/watch?v=ba3gQv3jtZE

So it is *almost* where it is supposed to be.

I just need to learn how I can have the two guys in the background going "Yeah!" and "Yea....that's right!".
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Markie Mark
 
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Post » Thu Jun 21, 2012 1:39 pm

You don't have to set ForceGreet in the topic branch. That's something to do with guards, I think.

If you want the player to be able to speak to the bandit and get the 'You're not welcome here' response, you should add a topic text to the first topic. Otherwise you should make the branch a Normal, not Toplevel, branch, so that it does not appear when the player activates the bandit.

Now, as previously mentioned, to get background pvssyr you need to make a scene. Go to the Scenes tab of your quest. Rightclick in the left hand pane and select new. Rightclick in the righthand pane and select New actor: pick your main NPC. Do the same to create two more actors and pick the other NPCs you want to have speaking.

Then rightclick in the righthand pane again and select Add phase at end. Rightclick on your NPC's box and select 'New action: Dialogue'. Give this action a name and then create an Info in the usual way, saying something like 'We don't want your kind around here!'

Then rightclick in the righthand pane again and select Add phase at end. Rightclick on one of the other NPC's boxes and select New action: dialogue. Give the action a name and create an info for it saying 'Yeah, right!'. Rightclick on the third NPC's box and select New action: dialogue. Give the action a name and create an info for it saying 'Yeah!'.

Now all you need to do is start the scene. Go back to the dialogue view and edit your OK I'll leave topic info. Add a property to the Papyrus fragment script of type Scene - call it e.g. UnwelcomeScene - and then, in the End fragment, before the NPCAlias.RegisterForSingleUpdate(), put
UnwelcomeScene.Start()
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YO MAma
 
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Post » Thu Jun 21, 2012 8:59 am

Thanks again Ingenue

I'm still stuck on the line "NPCAlias.RegisterForSingleUpdate(8)"

I don't know what it does but it doesn't compile:


Starting 1 compile threads for 1 files...Compiling "TIF__03026ABC"...d:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\TIF__03026ABC.psc(9,0): variable NPCAlias is undefinedd:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\TIF__03026ABC.psc(9,9): none is not a known user-defined typeNo output generated for TIF__03026ABC, compilation failed.Batch compile of 1 files finished. 0 succeeded, 1 failed.Failed on TIF__03026ABC

What does that line do? (NPCAlias.RegisterForSingleUpdate(8))

edit

Is that line the reason they don't attack after a couple minutes when I say I'll leave, and I don't?
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josie treuberg
 
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Post » Thu Jun 21, 2012 7:02 am

Yes it is. That line causes the NPC script to have an OnUpdate event in 8 seconds. The script I wrote for the NPC makes them attack the player in the OnUpdate event.

The error you get suggests that you have not added a property called NPCAlias (which should be of type ReferenceAlias) to your topic info script fragment. In the Topic Info window there is a box labelled Script Name in the lower right, which should list your TIF__03026ABC. Select it and click on the properties button and add two properties, one of Type ReferenceAlias property, Name NPCAlias; one of Type Scene, name UnwelcomeScene.
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Melung Chan
 
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Post » Thu Jun 21, 2012 10:14 am

Yes it is. That line causes the NPC script to have an OnUpdate event in 8 seconds. The script I wrote for the NPC makes them attack the player in the OnUpdate event.

The error you get suggests that you have not added a property called NPCAlias (which should be of type ReferenceAlias) to your topic info script fragment. In the Topic Info window there is a box labelled Script Name in the lower right, which should list your TIF__03026ABC. Select it and click on the properties button and add two properties, one of Type ReferenceAlias property, Name NPCAlias; one of Type Scene, name UnwelcomeScene.

Because it won't compile it won't let me add the properties...I think.

I mean I get an error

Starting 1 compile threads for 1 files...Compiling "TIF__03026ABC"...d:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\TIF__03026ABC.psc(21,24): script property NPCAlias already definedd:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\TIF__03026ABC.psc(21,24): script variable ::NPCAlias_var already definedd:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\TIF__03026ABC.psc(21,24): script property NPCAlias already has a get function definedd:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\TIF__03026ABC.psc(21,24): script property NPCAlias already has a set function definedNo output generated for TIF__03026ABC, compilation failed.Batch compile of 1 files finished. 0 succeeded, 1 failed.Failed on TIF__03026ABC
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Beth Belcher
 
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Post » Thu Jun 21, 2012 5:04 pm

Because it won't compile it won't let me add the properties...I think.

I mean I get an error

Starting 1 compile threads for 1 files...Compiling "TIF__03026ABC"...d:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\TIF__03026ABC.psc(21,24): script property NPCAlias already definedd:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\TIF__03026ABC.psc(21,24): script variable ::NPCAlias_var already definedd:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\TIF__03026ABC.psc(21,24): script property NPCAlias already has a get function definedd:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\TIF__03026ABC.psc(21,24): script property NPCAlias already has a set function definedNo output generated for TIF__03026ABC, compilation failed.Batch compile of 1 files finished. 0 succeeded, 1 failed.Failed on TIF__03026ABC

Comment the line out (with a ";")

Add the Property

Take away the comment (";")
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Naazhe Perezz
 
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