How to override default Hello's with quest specific ones onl

Post » Wed Jun 20, 2012 9:26 am

So, here's my issue:

I have two quests. A generic quest that runs at all times that houses my NPC's generic dialogue. Things like hello's, combat sounds, reactions, etc. Then, I have another quest that is the actual story quest that runs only when the player is doing that quest. (It's part of a chain) On the story quest, I have 5 random hello's that the NPC can say, relating to the current situation.

The issue I'm having is that he is saying those 5 new hello's, AND the other generic hello's he can say. It kind of kills the effect. What I don't get is that I set the 5 new hello's as random, and the last one as Random End. And my story quest has a higher priority than my generic dialogue quest.

So, shouldn't the game load up both quests, and scan downward for dialogue, make the random stack for the first quest, hit the Random End and stop? Thus not including the lower priority random dialogue? My desired result is that he can ONLY say these 5 hellos during this quest. But instead, he says these 5, and all the other random ones.

How can I do this?

Thanks,
Alexander J. Velicky
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Emmie Cate
 
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Post » Wed Jun 20, 2012 5:33 am

I'm sure that there's a better way to do this, as this is kind of a shoddy workaround, but if you can't figure it out you could always set his generic hellos to have the condition getqueststage (or whatever it is) != whatever quest stage you have these other hello's set to.
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JAY
 
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Post » Wed Jun 20, 2012 2:08 am

I'm sure that there's a better way to do this, as this is kind of a shoddy workaround, but if you can't figure it out you could always set his generic hellos to have the condition getqueststage (or whatever it is) != whatever quest stage you have these other hello's set to.
I considered doing that, but he will have like 200 other hellos by the end of the project so I don't really want to set the condition on every single one. It's a bit... too shoddy. :P

I swear setting it to 'Random End' would have done it right there... Am I miss understanding that process?
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TIhIsmc L Griot
 
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Post » Wed Jun 20, 2012 8:25 am

Yeah, I thought so too. Did you try looking into how the other main quests function in that regard?
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Emily Shackleton
 
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Post » Wed Jun 20, 2012 5:54 am

Yeah, I thought so too. Did you try looking into how the other main quests function in that regard?
I wouldn't know where to look. The only sort of thing like this that I absolutely know how to do (And have done) are 'Blocking' dialogue branches. However, that only applies to Player Dialogue, and not Misc dialogue.

Again I am just baffled that the random stack isnt ending and working like it should. I swear, this has to be something simple. It always is...
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Lil'.KiiDD
 
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Post » Wed Jun 20, 2012 4:07 pm

I swear, this has to be something simple. It always is...
Are you sure that the quest has a higher priority? :tongue:

EDIT: Also, unsure if the type of quest that it's tagged as makes a difference.
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luis dejesus
 
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Post » Wed Jun 20, 2012 2:04 pm

Are you sure that the quest has a higher priority? :tongue:

EDIT: Also, unsure if the type of quest that it's tagged as makes a difference.
Yeah, haha, I checked. :P The quests have priorities of 81 and 0.

And neither one is tagged as a type. :/
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Sarah Evason
 
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Post » Wed Jun 20, 2012 1:36 am

I tried searching around a bit in the editor, but I couldn't really find much. The one thing I did see was that the dialogue options that were flagged "random end" were also flagged "random" as well. Not sure if you had done that, but that's all I've got.

EDIT: (Seems like something simple, haha)
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Olga Xx
 
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