Bit confused about Dialog Starting Topic....

Post » Thu Jun 21, 2012 10:20 pm

I am using the old view for creating my dialog as that is the one I used so much in Oblivion.

1) I created a Quest...

*Gave it Priority of 10.
*Made it Start Game Enabled.

2) Under 'Player Dialogue' button...

*I created a new branch 'aaaaSEMiscTopic'
*I then created 2 Topics in that branch....

1) aaaaSEBarmanMiscTopic (This is the misc random dialog for my barman, with many lines of dialog)
2) aaaaSERecepMiscTopic (This is the misc random dialog for my hotel receptionist, again many lines of dialog)


Everything works perfectly, the dialog appears, the voice files, the lip files....everything absolutely perfect....except....the only topic that will appear is the topic that is set as the 'Starting Topic'.

So if aaaaSEBarmanMiscTopic is set as Starting Topic, ingame the barman has all his dialog, the receptionist does not have hers. Switch Starting Topics and it is the other way around.

I bet there is something really simple that I have overlooked or not known about. The information on Starting Topics on the WIKI just confused me and often does because it is all geared around making a quest. My dialog is just general dialog and although it is of course set with a 'quest' it doesn't have quest stages etc...

I need multiple Topics within each Branch and them all to show ingame.

If anyone can please help I would be most grateful.
User avatar
Tania Bunic
 
Posts: 3392
Joined: Sun Jun 18, 2006 9:26 am

Post » Thu Jun 21, 2012 11:38 am

I'd suggest either giving the barman and the receptionist their own separate branches for these topics, each of which would have its own starting topic, or alternatively, you could create different Infos within your single starting topic, some conditioned to apply to the barman and some to the receptionist. Ultimately there are several different ways of organizing dialogue, and which you choose depends half on what you want to do and half on what conceptually makes most sense to you. If the barman and the receptionist have similar dialogue "trees", then it might make sense to have each branch cover both actors. If they have significantly different dialogue trees with little overlap, then it might make more sense to split up their branches by actor.
User avatar
Kelvin
 
Posts: 3405
Joined: Sat Nov 17, 2007 10:22 am

Post » Thu Jun 21, 2012 12:32 pm

I agree with DreamKing, I would use multiple starting topics with conditions. I use multiple startiing topics for the same NPC with conditions to deterine which topics are available at that time. Basically, my understanding of "starting topic" (and this is just from using the CK, so it could certainly be missing pieces) is just that's its the "intro" (or first) topic with of a bunch of dialogs options under it.

Like:
1) "I want a room" (starting topic) - then you have your dialog for the room options
2) "I want a drink" (starting topic) - then drink options,
etc

Then in each topic, I would have the conditions on when it's available. Could be a quest stage (but like you, i have no quest stages in my quest) or it could be the NPC talking. I have some dialogs that are based on the current location so only the NPC that is at that location should have that (starting) topic.
User avatar
Isabella X
 
Posts: 3373
Joined: Sat Dec 02, 2006 3:44 am

Post » Thu Jun 21, 2012 4:27 pm

Ah okay, I see it does differ a bit from dialog in the Ob CS. Thanks very much for the information and help. :)
User avatar
brandon frier
 
Posts: 3422
Joined: Wed Oct 17, 2007 8:47 pm


Return to V - Skyrim