Conversation opening

Post » Thu Jun 21, 2012 10:03 am

So here I will not ask about a normal conversation opening. I am asking for this : I need to to make so that when the player goes to a specific place a dialogue will be opened (something like force greed). I think I have to make something with a defaultActivateSelfTRIG. But I don't know how to do that. Please help me ! Thanks in advance!
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u gone see
 
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Post » Thu Jun 21, 2012 6:26 pm

Please I really need help !
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carley moss
 
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Post » Thu Jun 21, 2012 4:17 pm

Do you mean a pop-up like a http://www.creationkit.com/Message? Or do you want to open up a conversation?

For the conversation you might be able to have a hidden Actor stored in a property ActorREF. When the player enters your trigger, simply do ActorREF.Activate(Game.GetPlayer()).

I think that would work. Haven't tried it myself so someone else may need to chime in here.
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Robert Bindley
 
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Post » Thu Jun 21, 2012 5:30 pm

I guess it will work.But can you be more specific and explain it to me because I am sort of a noob when it comes to scripting. Thank you ! :)
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~Amy~
 
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Post » Thu Jun 21, 2012 1:38 pm

The http://www.creationkit.com/Message thing is pretty simple. First you create the Message with the prompt that you want shown to the player. Then you enter the different options the player can pick. Then Create your trigger. Edit the Trigger and on the Scripts tab Add a new script. Edit the script to be something like this:

Scriptname AskPlayerQuestionScript extends ObjectReference  Message Property QuestionToAsk  Auto  Event OnActivate(ObjectReference akActionRef)	int Choice = QuestionToAsk.Show()	IF (Choice== 0)		; Perform the first action			ELSEIF (Choice == 1)		; Perform the second action	ELSE		; Kill the player because you're annoyed		Game.GetPlayer().Kill()			ENDIFEndEvent

Save that script. Once it compiles okay you're back on the Script tab. Hit the Properties button and edit the value of QuestionToAsk. Browse to the Message that you created initially and you're done.
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Gemma Archer
 
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Post » Thu Jun 21, 2012 8:17 pm

Oh man I wasn't clear ! I meant to be more specific about the opening dialogue thing. Sorry !
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Laurenn Doylee
 
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Post » Thu Jun 21, 2012 4:08 pm

Ooops. Okay. You'd be doing all of your interaction from the Quest. All the script would do is activate the actor associated with the quest. You'd place that Actor in a holding cell somewhere out of sight. Then make your trigger. The script attached to that trigger would be something like:

Scriptname AskQuestionScript extends ObjectReference  Message Property ActorProperty  Auto  Event OnActivate(ObjectReference akActionRef)	IF (akActionRef == Game.GetPlayer())		ActorProperty.Activate(Game.GetPlayer())	ENDIF	EndEvent

But as I said before I haven't done this. I'm not sure you can "activate" an Actor like this to get to its dialogue. There's likely probably something on Quest itself. Someone out there has to have done this before... hopefully they'll say something. :)

If not I'll check out what happens on the Oghma Infinium quest. I remember after talking to the old man in his house you get stopped by one of the dremora lords. It sounds like that's the effect you're looking for.
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Eve Booker
 
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Post » Thu Jun 21, 2012 11:49 pm

I'm not sure why you're introducing an actor: any old objectreference can Say a topic.
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Andres Lechuga
 
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Post » Thu Jun 21, 2012 2:25 pm

@Aenara Hmmm this with oghma infinium will work. But I don't know how to get it working. If you could help it will be great !! Also I will try the script that you posted. THANK YOU !!! :)
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carrie roche
 
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