Just mad at the dialogue system

Post » Tue Jun 19, 2012 12:44 pm

Holy crap, the dialogue system is the stupidest most unintuitive piece of crap I have ever seen.
Period.
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Philip Rua
 
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Post » Tue Jun 19, 2012 12:45 pm

You may want to add why you think this is so!

I'm really not 'having a dig' at you.

I have a problem with dialogue not showing in game and know others do too from http://www.gamesas.com/topic/1348264-quest-starting-dialogue-not-appearing-on-custom-npc/page__p__20315413__hl__bendu__fromsearch__1#entry20315413.

There is also a graphical glitch in the CK that means topic text is not shown in a branch unless you resize the branch / topic panel.

I think that it is fair to assume that you are correct in saying the dialogue system is not intuitive too.

It may be better for others to learn why you think the dialogue system is so bad and, you never know, some other user may be able to help with any problems you may be finding.

Many of us are having problems with the CK not working as expected. It really is a shame. :(

Best wishes to ya. :)
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Dan Stevens
 
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Post » Tue Jun 19, 2012 12:36 pm

Hmmm, nice soothing words, tx, I am still so mad. What is maddening me is that I want to make a very simple dialogue in skyrim, to use a quest for my prospection skill.
Something like
PC to trainer (T): hello, I come to learn prospection
T>PC: sure, the next lesson is 100 gold
PC>T: (if the player doesn't have the money) Dang, I don't have the money
PC>T: (If the player has the money) ok, here is the money, teach me...(player gives the money and quest goes to next stage)

I mean, simply doing this little stuff, with the branches, topics, responses, info, is unbearable. I might be dumb, but I have been trying to learn this stuff for hours now.

Not even talking about conditions and fragments, it's the easiest part....
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Colton Idonthavealastna
 
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Post » Tue Jun 19, 2012 3:35 pm

I had to sigh at this!

I too feel that I am being made to feel and, maybe, look dim by the CK and the way it seems to not work as I (and others) think it should - for whatever reason. I also agree in some part that the CK seems unintuitive.

I am not sure how exactly to do what you are trying to do with the CK. It seems to me that you would need something like this;




In dialogue:

PC to trainer (T): hello, I come to learn prospection
T>PC: sure, the next lesson is 100 gold

[/script]

check player money

case (player money)

player has less money than needed

PC>T: Dang, I don't have the money
T>PC: Fine (this is optional)

close dialog

player has enough money

PC>T: (1) ok, here is the money, teach me.
PC>T: (2) actually, I think I'll leave it for now.

case

(1)

Remove gold and add training (player gives the money and quest goes to next stage)

Close dialog

(2)

T>PC: As you wish.

close dialog

[end script]





That is, of course, very much the bones of a potential script / dialogue set up.

I'm sure you had worked this out but thought I'd post (roughly) how I would try to do what you are trying.

Maybe the scripting can be added as a condition in the dialogue (topic?).

Good luck!

Maybe you could post your solution to help other.

Still does not change the fact that the CK seems to have lots of problems for lots of people tough!
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Sarah Knight
 
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Post » Tue Jun 19, 2012 12:54 pm

I succeeded in doing this bit of dialogue. The conditonnals are really greatly implemented, I wish the effects would be as neatly implemented, because I had to know papyrus (even a little bit) to make it work.
I only made it work through sheer stubborness and learning from other dialogues, and trying in game, but this is an uggly time and energy consuming process.

Anyways, I might answer some basic questions now.

And I really appreciate your concern. Take good care of you.
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Robyn Howlett
 
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Joined: Wed Aug 23, 2006 9:01 pm

Post » Tue Jun 19, 2012 11:21 am

I fixed same kind of dialogue with adding condition "GetGold" and putting "Switch Sub and target".
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GEo LIme
 
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Post » Tue Jun 19, 2012 6:03 pm

I succeeded in doing this bit of dialogue. The conditonnals are really greatly implemented, I wish the effects would be as neatly implemented, because I had to know papyrus (even a little bit) to make it work.
I only made it work through sheer stubborness and learning from other dialogues, and trying in game, but this is an uggly time and energy consuming process.

Anyways, I might answer some basic questions now.

And I really appreciate your concern. Take good care of you.

Yes, 'this is an uggly time and energy consuming process'. Maybe an updated CK will help us out on this. :)

Concern! That's my middle name. LOL - you take care too. :)

I fixed same kind of dialogue with adding condition "GetGold" and putting "Switch Sub and target".

Sounds good.

I am bookmarking this into my CK help folder. :)
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Sharra Llenos
 
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Post » Tue Jun 19, 2012 1:56 am

Under the hood, the dialog system is Morrowind's, with the huge topic list down the right side, and branching only existing through smoke and mirrors from a brittle coordination of variables and conditions. The dialog view is quite a blessing in this regard, but still a leaky abstraction.
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zoe
 
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