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Dialogue conditions help please


chajapa

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Posted

I'm REALLY not sure where to ask these types of questions, but this seemed like a logical place...

 

I'm working on a dialogue-based mod. It has separate branches for male PC and Female PC.

 

If I set conditions on the main Topic for each branch...

 

Example:

Female PC branch, main topic, set condition for player is female, Subject has to be playable race OR ActorTypeNPC...

do I have to add those conditions to each subsequent topic within the branch? Or are those conditions then inherited by each subsequent topic?

 

AND...

 

then in each topic under this Female PC main topic....

 

If she's talking to a male NPC can I then just add a single condition in that particular topic for the Subject sex is male?

And will the topics that FOLLOW that one inherit that condition?

 

I can't really imagine it working any OTHER way, but figured I better ask before I get too far with this and have to go back in and add conditions all over the place.

 

 

Posted

Subsequent topics don't "inherit" previous conditions per se, but a topic cannot be reached unless the conditions for all previous topics have been fulfilled. It's still a good idea to specify conditions for every topic if for no other reason than to delimit associated voice types.

Posted

Thanks!

 

Now, if I could just learn how to have an NPC drink an item through dialogue...

 

I know if they EQUIP it, they drink it. But.... I have a NAME of an item. The name you see in console. I don't really care about opening a trade window at this point. Just..... drinnk it out of thin air for all I care. :)

 

 

Posted

If you set dialogues like 

1 leads to 2

2 leads to 3

 

then usually you dont need to specify conditions for 2 and 3 unless you need them to appear only for some conditions other than those for 1.

if dialog 2 is made as followup from 1, then even if you leave it with no conditionals at all it wont appear anywhere unless you make it to appear (with force greet package for example).

 

if you want it like

1 would lead to 2

2 would lead to 3

3 would lead to 4a (female dialogue) and 4b (male dialogue)

both 4a and 4b would lead to 5

 

then you need full set of conditionals for 1

player gender conditionals for 4a and 4b

no conditionals needed for 2, 3, 5

 

unless its a dialogue made for a single unique NPC for example then you can add GetIsID or GetIsAliasRef for every single topic so game wont try to attach 15 different voice types when only 1 is needed.

Posted

Thanks!

 

Now, if I could just learn how to have an NPC drink an item through dialogue...

 

I know if they EQUIP it, they drink it. But.... I have a NAME of an item. The name you see in console. I don't really care about opening a trade window at this point. Just..... drinnk it out of thin air for all I care. :)

 

Go through the list of idles when you're setting up an info and find for example the idle Karliah used when she drank her invisibility potion and just set it to be played for Speaker. *What* they are drinking doesn't matter, you just need the visual of the NPC drinking.

 

Edit: A few more thoughts. Cues for the player about what is happening may be useful. Like Debug.Messagebox or Notification("NPC drinks your potion.") in a script fragment for that topic. Or you could apply magic effects.

Posted

But can I make them drink something specific? I know it would have to go in the script box of the topic.

 

Specifically... I want them to drink Lactacid to become a Milk Maid. :)

 

Posted

Ah. You might check with Ed86 then. If becoming a Milk Maid simply entails adding an NPC to a faction then the script frag would include Add Faction. But I don't know how he designates Milk Maids.

 

As for the rest, you just want to create the "illusion" of the NPC drinking Lactaid. There is an idle for giving an item, an idle for taking an item and a potion drinking idle. You can use removeitem to remove a Lactaid from your inventory after giving it to the NPC. And a textual cue and/or magic effect should be everything you need for the visual cues for the player.

Posted

If I go into console, and target an NPC, and then just do "equipitem <ID of Lactacid> they become a milk maid.

I never tried just adding them to the milkmaid faction.

 

I hadn't thought about simply adding them to the faction and then giving the illusion of drinking something. I'll ask Ed86... thanks again.

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