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GECK SayTo error?


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Posted

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
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.

Posted

 

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.

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

Oh okay. Maybe you use "Conversation" tab? it's different than "Topics". You should use "topics"

Posted

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

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.

Posted

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

 

 

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