Guest Posted February 9, 2019 Posted February 9, 2019 1 hour ago, tahadar said: It's somehow frustrating to see how something that seemed simple and easy at the 1st glance (get name / name smiles at you)Â evolves into... something else. Anyway, it's weekend and I have about 36 hours to read documentation and mess with variables and stuff. Â Thank you for the new pointers, guys. Your help is appreciated. you're right, I didn't provide much help. Let's see if this esp could help you more. Talk to an npc with some dialogue (not those saying one line) and choose "New Dialogue", I tried with Doc Mitchell and Easy Pete and it worked. Â aaaExample.esp
tahadar Posted February 9, 2019 Author Posted February 9, 2019 20 minutes ago, A.J. said: you're right, I didn't provide much help. Let's see if this esp could help you more. Talk to an npc with some dialogue (not those saying one line) and choose "New Dialogue", I tried with Doc Mitchell and Easy Pete and it worked.  aaaExample.esp OK  1. That was not some convoluted way to complain about lack of support. Was just me venting frustration. I'm not good with abstract numbers and variables. I'm graphic designer, not a programmer :>. I'm totally out of my comfort area here. 2. It works. 3. Why do you need to move pete to player? There is nothing in aaaQ dialogue script end regarding aaaQS. Do you actually need it or was for testing purposes?
Guest Posted February 9, 2019 Posted February 9, 2019 Without a practical example is not so easy to make things work, at least at the beginning, so I was hearing you. Â Yes Pete moves only for testing purposes, to not look for him. About the script, I also used it to store the reference variable rNPC, see how I call it in game using the naming (questname).(variablename). I didn't use the string var, it was not necessary, so it can be removed. Â By the way, I used a Top-Level topic only for testing purposes. I never needed to use them, but since I begun modding people usually were telling me to not use top levels anyway. Not that it scares me, I just though I had to tell you.
tahadar Posted February 9, 2019 Author Posted February 9, 2019 Thank you.  Now I can build a quite bit on what you gave me. Make dialog, extract names, use their names to describe their reaction vs PC responses -> giving the player a hint about their "feelings".  The ingame visual reactions are stoned at best and creepy at worst. Have you tried to make a npc with sad mouth - like ms Wathers - to look happy in dialogue? Looks like the fkn clown from IT. 9 out of 10 times, "surprise 20" looks happier than "happy 100".  Yeah, about top levels... that New Dialogue line does not appear in Sunny lines unless you ask her something else 1st. I Guess that's why Cass & Veronica dialogues are messed up in most of the mods, instead of embedding their new lines inside an existing line, the creators wanted their own.
Guest Posted February 9, 2019 Posted February 9, 2019 Not only not nice face reactions, but also very little noticiable even at max strenght. Maybe you could have a better result using animations, but... I'd avoid you that path, it wouldn't be easy to handle. Personally I first would try to see if things work properly in the easier way, even if coming out with compromises, then with time things can be improved with harder "tecniques".
DoctaSax Posted February 9, 2019 Posted February 9, 2019 I don't know of any issues with using top-level lines. The only one is that you need to 'addTopic' them with the script function.
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