Using ForceGreet

Post » Thu Jun 21, 2012 12:12 pm

Comment the line out (with a ";")

Add the Property

Take away the comment (";")

Now I get this:

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 definedd:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\TIF__03026ABC.psc(23,24): script property NPCAlias already definedd:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\TIF__03026ABC.psc(23,24): script variable ::NPCAlias_var already definedd:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\TIF__03026ABC.psc(23,24): script property NPCAlias already has a get function definedd:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\TIF__03026ABC.psc(23,24): script property NPCAlias already has a set function definedd:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\TIF__03026ABC.psc(25,24): script property NPCAlias already definedd:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\TIF__03026ABC.psc(25,24): script variable ::NPCAlias_var already definedd:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\TIF__03026ABC.psc(25,24): script property NPCAlias already has a get function definedd:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\TIF__03026ABC.psc(25,24): script property NPCAlias already has a set function definedd:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\TIF__03026ABC.psc(27,25): script property NPCAlias already definedd:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\TIF__03026ABC.psc(27,25): script variable ::NPCAlias_var already definedd:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\TIF__03026ABC.psc(27,25): script property NPCAlias already has a get function definedd:\program files (x86)\steam\steamapps\common\skyrim\Data\Scripts\Source\TIF__03026ABC.psc(27,25): 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
User avatar
Shae Munro
 
Posts: 3443
Joined: Fri Feb 23, 2007 11:32 am

Post » Thu Jun 21, 2012 1:12 pm

Rightclick on the script and choose edit source.

Down at the bottom, after END FRAGMENT CODE, you should have two properties:

ReferenceAlias Property NPCAlias Auto
Scene Property UnwelcomeScene Auto

Delete any others.
User avatar
Damien Mulvenna
 
Posts: 3498
Joined: Wed Jun 27, 2007 3:33 pm

Post » Thu Jun 21, 2012 6:13 pm

Rightclick on the script and choose edit source.

Down at the bottom, after END FRAGMENT CODE, you should have two properties:

ReferenceAlias Property NPCAlias Auto
Scene Property UnwelcomeScene Auto

Delete any others.

That was a good idea

It compiled that time

Woot!
User avatar
laila hassan
 
Posts: 3476
Joined: Mon Oct 09, 2006 2:53 pm

Post » Thu Jun 21, 2012 4:01 pm

Ok..I've set the properties and Im off to test it after I record the voices.
User avatar
NAkeshIa BENNETT
 
Posts: 3519
Joined: Fri Jun 16, 2006 12:23 pm

Post » Thu Jun 21, 2012 2:57 pm

That was cool :)

They said the lines after the dialog. Is there a way to tell them to say it after certain lines from the main NPC? Like right after "You're not welcome here!"?

Also..

They started attacking after the 8 seconds without the warning text "That's it. I've waited long enough!"
User avatar
evelina c
 
Posts: 3377
Joined: Tue Dec 19, 2006 4:28 pm

Post » Thu Jun 21, 2012 5:07 am

Yes, you would just put the line to start the quest in the End papyrus fragment for that first topic instead (which you'd have to make a goodbye topic, to get the dialogue to finish). Then you'd have to edit the last Phase of your scene (doubleclick on the phase box), and in the Completion papyrus fragment make the NPC forcegreet the player with the second topic.

You probably need to pass more than 8 seconds to the registerforsingleupdate now.
User avatar
Maya Maya
 
Posts: 3511
Joined: Wed Jul 05, 2006 7:35 pm

Post » Thu Jun 21, 2012 1:11 pm

Yes, you would just put the line to start the quest in the End papyrus fragment for that first topic instead (which you'd have to make a goodbye topic, to get the dialogue to finish). Then you'd have to edit the last Phase of your scene (doubleclick on the phase box), and in the Completion papyrus fragment make the NPC forcegreet the player with the second topic.

You probably need to pass more than 8 seconds to the registerforsingleupdate now.

Is that referring to the line "That's it. I've waited long enough!" or to making the other bandits say their lines somewhere else in the dialog?
User avatar
KiiSsez jdgaf Benzler
 
Posts: 3546
Joined: Fri Mar 16, 2007 7:10 am

Post » Thu Jun 21, 2012 8:15 am

Now I've woken my wife up recording that LOL

Be back tomorrow (5 am here)
User avatar
Sarah Knight
 
Posts: 3416
Joined: Mon Jun 19, 2006 5:02 am

Post » Thu Jun 21, 2012 8:25 am

That was about making the scene happen in the middle of the dialogue instead of at the end. For the 'that's it, I've waited' line - in your NPC's script, between the Say and the StartCombat, you must put a
Utility.Wait(3)
or the bandit won't have long enough to say it.
User avatar
Angelina Mayo
 
Posts: 3427
Joined: Wed Jan 24, 2007 4:58 am

Post » Thu Jun 21, 2012 11:45 am

That was about making the scene happen in the middle of the dialogue instead of at the end. For the 'that's it, I've waited' line - in your NPC's script, between the Say and the StartCombat, you must put a
Utility.Wait(3)
or the bandit won't have long enough to say it.

Actually I set it at 5 seconds. Still no warning however

Is there something else that is triggering combat?

Scriptname LBGQ30attackScript extends ReferenceAliasObjectReference Property GuardSpot  Auto  Topic Property LongEnough  Auto  Event OnUpdate()    Actor Player = Game.GetPlayer()    Actor NPC = GetActorReference()    if GuardSpot.GetDistance(Player) <= 1000	    NPC.Say(LongEnough)	    Utility.Wait(5)	    NPC.StartCombat(Player)    else	    ; TODO - if the player has gone far enough away, disable self, stop quest. Otherwise:	    RegisterForSingleUpdate(8)    endifendEvent
User avatar
Jesus Lopez
 
Posts: 3508
Joined: Thu Aug 16, 2007 10:16 pm

Post » Thu Jun 21, 2012 8:16 pm

Not in that script. Have you set a quest stage or changed a faction in the dialogue? Or is your LongEnough topic not set up/recorded properly?
User avatar
Blackdrak
 
Posts: 3451
Joined: Thu May 17, 2007 11:40 pm

Post » Thu Jun 21, 2012 3:27 pm

Not in that script. Have you set a quest stage or changed a faction in the dialogue? Or is your LongEnough topic not set up/recorded properly?

I was thinking about the recording so I have re-recorded it several times. I keep getting that bug on the recording screen that says "N" as far as recording...I usually just back out without saving at that point. But I do know that it's recorded correctly and turned into a fuz file.

There is a stage change at the end Pap in "Then we shall see!" dialog, where the player says he will fight, that sets the stage to 30 (initiate combat)

And there is another stage set to 30 at the end of "That's it! I've waited long enough"

edit

For some reason the dialog "..I've waited long enough" isn't getting triggered, I think

edit edit

So I tested this theory out by setting the NPCs combat script to a different place in the dialog and that didn't trigger either
User avatar
Mason Nevitt
 
Posts: 3346
Joined: Fri May 11, 2007 8:49 pm

Post » Thu Jun 21, 2012 8:12 pm

I'm lost. I thought you said they were attacking you after a few seconds? What's making them do that if you aren't saying you'll fight? Surely it is the script.
User avatar
Ymani Hood
 
Posts: 3514
Joined: Fri Oct 26, 2007 3:22 am

Post » Thu Jun 21, 2012 8:36 pm

I'm lost. I thought you said they were attacking you after a few seconds? What's making them do that if you aren't saying you'll fight? Surely it is the script.

I haven't timed it but they seem to be attacking about the amount of time that I've set in the scripts. (I included a wait() in the end Pap to the last dialog ... "...I've waited long enough!"

I've been pouring over it for a long time... /me stumped too
User avatar
Victoria Bartel
 
Posts: 3325
Joined: Tue Apr 10, 2007 10:20 am

Post » Thu Jun 21, 2012 10:42 am

On the last line of dialog, when the NPC says "Good, now get lost" I turned off "Goodbye"

When I ran the game the NPC went through his lines and at the end a prompt came up with "What?" and he says the line "....I've waited long enough" before attacking.

So I proved that the line was recorded and set. It's remains to be seen as to why it doesn't get triggered by his combat script.
User avatar
{Richies Mommy}
 
Posts: 3398
Joined: Wed Jun 21, 2006 2:40 pm

Post » Thu Jun 21, 2012 12:24 pm

One odd thing I do notice

The other NPCs, other than the main one that does the talking, initiate combat first then the main NPC starts his combat routine.

It's only a split second but it is reproducible every time.
User avatar
Mariana
 
Posts: 3426
Joined: Mon Jun 12, 2006 9:39 pm

Post » Thu Jun 21, 2012 4:45 am

Put a Debug.Notification("About to start combat!") in the script. Let's at least make sure it's running at all.

Edit: I think it probably isn't, then. The NPC is probably attacking just because the others are.
User avatar
Emilie Joseph
 
Posts: 3387
Joined: Thu Mar 15, 2007 6:28 am

Post » Thu Jun 21, 2012 5:21 am

I don't know what packages and factions you've given those bandits, but you need to put yourself in the same faction or set their aggressiveness lower, so they don't attack you before your main NPC does.
User avatar
Celestine Stardust
 
Posts: 3390
Joined: Fri Dec 01, 2006 11:22 pm

Post » Thu Jun 21, 2012 1:01 pm

man

I thought for sure we were on the right track

But I put "Debug.MessageBox("About to start combat!")" in the combat script and the prompt showed up exactly as it should

:confused:

So the problem must have something to do with "NPC.Say(LongEnough)"
User avatar
Beat freak
 
Posts: 3403
Joined: Thu Dec 14, 2006 6:04 am

Post » Thu Jun 21, 2012 9:45 am

I had the NPCs factions to "Bandit Faction" and "Bandit Guild Faction" which was completely unnecessary I think, so I took that off of them.

And all of them have only "Aggressive" set.

But that last play-through showed something else I hadn't noticed since I added the debug message.

The message box pops up waaay early. The box pops up, then there is a wait, about 8 - 10 seconds, then they go into combat.

I have the debug notice inserted just before "Say(LongEnough)".

Where the pause is may be where the problem is
User avatar
Jonathan Montero
 
Posts: 3487
Joined: Tue Aug 14, 2007 3:22 am

Post » Thu Jun 21, 2012 8:23 pm

If you set the property to other topics, do they work?
User avatar
Alyce Argabright
 
Posts: 3403
Joined: Mon Aug 20, 2007 8:11 pm

Post » Thu Jun 21, 2012 2:08 pm

Nope

I've tried a few too.

Since I took off all factions from the NPCs the main NPC doesn't initiate combat. He just starts walking around.

So I just put the bandit faction on all of the NPCs and I'm going to test it right now.
User avatar
^_^
 
Posts: 3394
Joined: Thu May 31, 2007 12:01 am

Post » Thu Jun 21, 2012 1:27 pm

Well. The pause is gone now.

I get the messagebox and they immediately start combat.

I'll try recording the "LongEnough" line once again. I can't think of anything else.

Also, the main NPC is still not starting combat.
User avatar
Cameron Wood
 
Posts: 3384
Joined: Wed Oct 31, 2007 3:01 pm

Post » Thu Jun 21, 2012 6:33 am

Maybe because he is still trying to speak. If you take the factions off and comment out the 'Say' line in the script, does the NPC start combat? You could maybe use another scene to deliver the line instead.
User avatar
Janette Segura
 
Posts: 3512
Joined: Wed Aug 22, 2007 12:36 am

Post » Thu Jun 21, 2012 7:23 am

Because the line "GetOwningQuest().setstage(30)" is in the end Pap in the LongEnough dialog combat doesn't start at all.

So, at least that says the dialog is being initiated, just not spoken.

As for the main NPC suddenly not going into combat, I don't know what I did. I'm back tracking now.

BTW.

I really appreciate your patience and kindfull help on this....thanks!
User avatar
ezra
 
Posts: 3510
Joined: Sun Aug 12, 2007 6:40 pm

PreviousNext

Return to V - Skyrim