Adding dialogue to NPCs

Post » Thu Jun 21, 2012 8:32 am

Hi!

My problem is the following. I simply want to add a few conversation for the Player and between a certain npc. I ran over the tutorial, and managed to get work the template but this is not what I need, because I don't want any quests or fancy things, just a few dialogues like "how are you"->random answers, or Follow me, etc.
Thanks in advance for any help or ideas.
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louise hamilton
 
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Post » Thu Jun 21, 2012 12:34 pm

A lot of new users get confused with the notion of a 'Quest'. Like here, your logic is 'This isn't a dark brotherhood questline, i just want some dialogue!'

The fact is that a 'quest' is really just a collection of actors, aliases, scripts, and dialogue that are related somehow. If you want to put some dialogue in the game, you need a quest, if you want two npc's to talk to each other, you need a quest, if you want the player to go to a dungeon and recover an artifact, guess what? You need a quest.

Don't let all the tabs and options in quest forms scare you. There is a lot of stuff you can do with a quest, but you don't have to use all of it. Not all quests show up in your quest log. Many don't even have objectives or names.

Bottom line: Get used to quests. If you want to add anything to the game, chances are you need to create a new quest.
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Natasha Callaghan
 
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Post » Thu Jun 21, 2012 7:10 pm

You're right. I tought I can evade the creating a quest, since it would be a small addition to the game. Today I built a quest for the task, and it is working, altough I still can't understand everything. Anyway, thanks for reply.
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Brιonα Renae
 
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Post » Thu Jun 21, 2012 7:47 pm

As I expected, I encountered a problem. I created a topic step by step from the tutorial "Bendu Olo" . Everyting seems okay, but the new topic wont appear in the desired NPC. She even wont talk to me, just saying the defaults "Hi there" "Hmm", etc.
What I did wrong?

Another thing. I dont want this NPC saying the default "Hi there"s, just what I specified to her. It is possible?

Before I forget. The quest doesnt appear in the journal, but it should be.

Sorry, if my questions appear stupid, but Ck is too weird to me after CS:)
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lucile
 
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Post » Thu Jun 21, 2012 11:30 pm

1) Make sure your quest is running. E.g. 'setstage myquest 10', only if it's running will the dialogue become available
2) Make sure your dialogue has conditions to specify who speaks it. e.g. 'GetIsID == BenduOlo'
3) If you don't want your actor to use stock voice acting, you'll need to give her a unique voicetype. You can create your own, but then you will need to voice everything you want your character to say, including combat barks
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Chase McAbee
 
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Post » Thu Jun 21, 2012 1:20 pm

1) Make sure your quest is running. E.g. 'setstage myquest 10', only if it's running will the dialogue become available
2) Make sure your dialogue has conditions to specify who speaks it. e.g. 'GetIsID == BenduOlo'
3) If you don't want your actor to use stock voice acting, you'll need to give her a unique voicetype. You can create your own, but then you will need to voice everything you want your character to say, including combat barks

1. Quest is running, I can advance it via console. But nothing happens, no dialogs.
2. Condition are OK, as you written.
3. This is an interesting part. Upon char creating, I left that on its default. During development, I don't wanted her to speak anything, so I changed to None, in hopes of her become silent. But she began to speak the voices from the "Throw Voice" shout randomly. I have to do more harder work on the mod, so I don't want to fiddling with recording. Is there any possibilities to remove the stock speaks? I want to see only my defined dialogs, not these.
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Charlie Sarson
 
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Post » Thu Jun 21, 2012 8:41 pm

Make a new voice type and give her it. If you don't record standard Hellos, etc, in it, she won't be able to say them. :)
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gemma king
 
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Post » Thu Jun 21, 2012 5:59 pm

Surely I'm stupid, but can't understand this...

I set the voice type to None under the Actor/Traits tab.
There is no any defined voice under the Actor/Sounds tab, and Sound Inherits are None.
I tried created a "null" voices for every items like Idle, Hit, Movement, etc.

There is no Hello/Hi theres, this is true. Now, she greets me first time with an another female voice, then randomly shouts at me with the throw voice sounds as before.
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My blood
 
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Post » Thu Jun 21, 2012 10:14 pm

None is not a new voice type. To make a new voicetype just go to Character\VoiceType in the object window, rightclick, and select New. Give an ID and a gender and do not select 'Allow default dialogue'. Assign this new voicetype to the NPC.
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Becky Palmer
 
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Post » Thu Jun 21, 2012 2:07 pm

None is not a new voice type. To make a new voicetype just go to Character\VoiceType in the object window, rightclick, and select New. Give an ID and a gender and do not select 'Allow default dialogue'. Assign this new voicetype to the NPC.

Argh... everything in the object window... this is so unfamiliar to me after CS. Now it is working of course. Thanks:)
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Niisha
 
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Post » Thu Jun 21, 2012 7:45 pm

Everything works now, I already written huge dialogs. This is quite an advancement for me:)

An interesting question.
I have a plan about a very-very diverse dialog system. I wish to know, what is possible:

1 - Is possible to stepping forward a certain quest at a certain game-time? For example do a SetStage at midnight.
2 - I need a few random speech, like the mentioned "hi there"s. How I do it in my custom voicetype?
3 - As an alternative to 2.: If I allow the default "Hi there"s at my custom voicetype, it will work along my custom dialogs?
4 - Is possible to randomize the responses for the same question? For example "how are you-->I'm fine/ thanks, fine/ thanks for asking...etc"

Thanks in advance.
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(G-yen)
 
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Post » Thu Jun 21, 2012 9:34 am

1: Sure. You can use Utility.GetCurrentGameTime() to get the current time, calculate how many hours until midnight, RegisterForSingleUpdateGameTime for that value, and then advance your quest in the OnUpdateGameTime event.

2 & 4: Random responses in the CK work much as they did in the CS: with the "random" checkbox on individual Topic Infos. Consecutive Infos marked as random are considered the set of possible responses, and one of those with matching conditions is randomly chosen.
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Jessica Phoenix
 
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Post » Thu Jun 21, 2012 8:46 am

2 and 3: In the Misc tab of a dialogue quest (e.g. DialogueMorthal) you'll see a lot of things people say to you as you walk by, with the EditorID '(Hello)'. You can make these for your characters. If you make the new voicetype a condition of them being said, only your characters with that voicetype will say them.

To make them in your quest, open the Misc tab, rightclick under EditorID and select New, and pick Hello from the list. You'll see you can also make things for your character to say in other circumstances too, such as Goodbyes, or when you Pickpocket them. Then rightclick in the Info pane and add your dialogue.
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Gwen
 
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