pepertje Posted May 25, 2015 Posted May 25, 2015 I'm having a weird issue: whenever I try to have an NPC say something to the player using the SayTo command, rather than going through the entire topic as intended, the NPC only says the first line of the topic and then moves on to the next topic. I've tried recording blank sound, but this didn't help. I've also looked at the actual EndGame credits of New Vegas, and I can't find any significant difference between what they're doing and what I'm trying to do. I don't have a script, however, and the command I'm using is: FBNarratorREF.SayTo player FBEndingSloan (with FBEndingSloan being replaced with the appropriate topic in every result scripts box) Is there something I'm not getting right in the result script? Or do I have to attach a seperate script to FBNarrator?
Guest tomm434 Posted May 25, 2015 Posted May 25, 2015 rather than going through the entire topic as intended Response evaluation comes from top to bottom. That means that NPC will say upper response in topic which can be said. To block upper topic you can use conditions. Or you can tick "Say Once" and NPC will say that particular line only once and next time he will say next response. Or make each topic for each line. Topics for narrator have different responses, each of response having it's own conditions.
pepertje Posted May 25, 2015 Author Posted May 25, 2015 rather than going through the entire topic as intendedResponse evaluation comes from top to bottom. That means that NPC will say upper response in topic which can be said. To block upper topic you can use conditions. Or you can tick "Say Once" and NPC will say that particular line only once and next time he will say next response. Or make each topic for each line. Topics for narrator have different responses, each of response having it's own conditions. I am familiar with dialogue conditions, I meant the response texts. Every topic has 2 or 4 response texts, and every response text is supposed to have multiple lines of dialogue. The FBNarrator only says the first line of the response text, then moves on to the next topic.
Guest tomm434 Posted May 25, 2015 Posted May 25, 2015 Oh okay. Maybe you use "Conversation" tab? it's different than "Topics". You should use "topics"
pepertje Posted May 25, 2015 Author Posted May 25, 2015 Oh okay. Maybe you use "Conversation" tab? it's different than "Topics". You should use "topics" Nope, I have it all in the "Topics" tab. Conditions are set to match the quests leading up to a "ending scene" scenario, and only the first line of every response text plays out. I even tried using a token system to make sure a response text was completely acted out before proceding, but that didn't help either, the response text isn't even finished.
Guest tomm434 Posted May 25, 2015 Posted May 25, 2015 I'm out of ideas then. Try using "begin SayToDone" block - it's more reliable that begin(end) dialogue script anyway. I never trusted it.
pepertje Posted May 25, 2015 Author Posted May 25, 2015 I'm out of ideas then. Try using "begin SayToDone" block - it's more reliable that begin(end) dialogue script anyway. I never trusted it. That actually did the trick, thanks! For anyone reading this later on, here's what I ended up with: -Removed all result scripts. -I added a script to the FBNarrator, which would dictate what to say. The script I used: scn FBNarratorScript short FBEndingSceneStarted ; 01 - Primary Beacon Begin GameMode if FBEndingSceneStarted==0 FBNarratorREF.SayTo player FBEndingPrimaryBeacon set FBEndingSceneStarted to 1 endif end ; 02 - Goodsprings begin SayToDone FBEndingPrimaryBeacon FBNarratorREF.SayTo player FBEndingGoodsprings end ; 03 - Outpost begin SayToDone FBEndingGoodsprings FBNarratorREF.SayTo player FBEndingOutpost end ; 04 - Cottonwood Cove begin SayToDone FBEndingOutpost FBNarratorREF.SayTo player FBEndingCottonwood end ; 05 - Novac begin SayToDone FBEndingCottonwood FBNarratorREF.SayTo player FBEndingNovac end ; 06 - 188 begin SayToDone FBEndingNovac FBNarratorREF.SayTo player FBEnding188 end ; 07 - Sloan begin SayToDone FBEnding188 FBNarratorREF.SayTo player FBEndingSloan end ; 08 - Freeside/Strip begin SayToDone FBEndingSloan FBNarratorREF.SayTo player FBEndingFreeside end ; 09 - Wolfhorn Ranch begin SayToDone FBEndingFreeside FBNarratorREF.SayTo player FBEndingWolfhorn end ; 10 - Dr. Wolfe begin SayToDone FBEndingWolfhorn FBNarratorREF.SayTo player FBEndingWolfe end ; 11 - Elliott begin SayToDone FBEndingWolfe FBNarratorREF.SayTo player FBEndingElliott end ; 12 - Ritual Clarity begin SayToDone FBEndingElliott FBNarratorREF.SayTo player FBEndingRitual end ; 13 - Courier begin SayToDone FBEndingRitual FBNarratorREF.SayTo player FBEndingCourier end ; 14 - This starts up the radio afterwards begin SayToDone FBEndingCourier StartQuest FBEndCreditsRadioQuest end
Recommended Posts
Archived
This topic is now archived and is closed to further replies.