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Can't write dialogue for shit.


zrzbznz

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Posted

Hello boys, i've been unsuccesfuly trying to give my custom follower a few lines of text for a while now (wanted to do the recruiting text, but right now i just want it so say anything at all!).

After reading a few guides i got a few questions, maybe they're related to the issue?, first, in the topic window there are two upper fields: Topic text and Prompt, i know one of these is whatever the player will say to the npc, the question is which one?, what should i fill the other one with?.

 

Next, taken from Npc's guide

 

 

Last, edit the 4th topic, you will see two text fileds in the Script area: Begin and End. Type a semicolon ( ;) in the End text area. Close the Topic info and open it again. This will create a placeholder for a Topic Fragment (it is a script), and this script will be executed after the NPC will say “OK” in the last topic.

 

Alright, done.

 

Double click on the papyrus script on the right window to edit it. At the very bottom add this line:

Actor Property PlayerRef Auto

Save and close.

 

Does he means here?:

 

ncDEYQH.png

 

 

And lastly

 

 

Now in the Script End text area type this line:

akSpeaker.SetRelationshipRank(PlayerRef, 3)

Select the script and open the properties. Select Auto Fill all, the PlayerRef will be auto-filled.

 

I don't get this part, does he means here?:

 

6chDhMQ.png

 

Because it keeps giving me a error, 

 

 

Starting 1 compile threads for 1 files...

Compiling "TIF__0200438A"...
E:\Skyrim\Data\Scripts\Source\TIF__0200438A.psc(9,30): variable PlayerRef is undefined
No output generated for TIF__0200438A, compilation failed.
 
Batch compile of 1 files finished. 0 succeeded, 1 failed.
Failed on TIF__0200438A
 
Aditionally, in my desperation to make a dialogue work i made a new quest (side quest, non-repeat once) and put some topics in the dialogue views 
 
sTmNZkE.png
 
No conditions, no aliases, no shit; shouldn't every npc in the world have that dialogue?.

 

 

Posted

Double click on the papyrus script on the right window to edit it. At the very bottom add this line:

Actor Property PlayerRef Auto

Save and close.

 

 

Does he means here?:

 

ncDEYQH.png

 

 

 

And lastly

 

 

Now in the Script End text area type this line:

akSpeaker.SetRelationshipRank(PlayerRef, 3)

Select the script and open the properties. Select Auto Fill all, the PlayerRef will be auto-filled.

 

I don't get this part, does he means here?:

 

 

6chDhMQ.png

 

Because it keeps giving me a error, 

 

 

Starting 1 compile threads for 1 files...

Compiling "TIF__0200438A"...
E:\Skyrim\Data\Scripts\Source\TIF__0200438A.psc(9,30): variable PlayerRef is undefined
No output generated for TIF__0200438A, compilation failed.
 
Batch compile of 1 files finished. 0 succeeded, 1 failed.
Failed on TIF__0200438A

 

 

 

The first problem might be a slight issue in CPUs documentation: I believe the default behaviour for double-clicking on a script is to open the properties, though it can be changed in the settings so that it opens the script for editing.

 

Instead, right click on the script name and select Edit Source from the context menu. You can then add that line of code to the very bottom of the script.

 

Technically you can use the Add Script Property dialogue to do the same thing but may as well stick to the instructions to be certain.

 

 

The second problem is caused when the PlayerRef property from the first problem was not found while trying to compile the script fragment that you just entered: akSpeaker.SetRelationshipRank(PlayerRef,3)

 

Just to clarify, you're editing the 'End' fragment which will be integrated into the script you see on the right (TIF__0200438A) when it is compiled. So in the previous instruction you were pre-emptively adding the property PlayerRef to that script so that when the fragment is compiled it knows what PlayerRef is.

 

 

(I feel like I'm making this even more complicated)

Posted

 

Hello boys, i've been unsuccesfuly trying to give my custom follower a few lines of text for a while now (wanted to do the recruiting text, but right now i just want it so say anything at all!).

After reading a few guides i got a few questions, maybe they're related to the issue?, first, in the topic window there are two upper fields: Topic text and Prompt, i know one of these is whatever the player will say to the npc, the question is which one?, what should i fill the other one with?.

 

Next, taken from Npc's guide

 

 

Last, edit the 4th topic, you will see two text fileds in the Script area: Begin and End. Type a semicolon ( ;) in the End text area. Close the Topic info and open it again. This will create a placeholder for a Topic Fragment (it is a script), and this script will be executed after the NPC will say “OK” in the last topic.

 

Alright, done.

 

Double click on the papyrus script on the right window to edit it. At the very bottom add this line:

Actor Property PlayerRef Auto

Save and close.

 

Does he means here?:

 

ncDEYQH.png

 

Actor goes in 'Type'

 

PlayerRef goes in 'Name'

 

 

And lastly

 

 

Now in the Script End text area type this line:

akSpeaker.SetRelationshipRank(PlayerRef, 3)

Select the script and open the properties. Select Auto Fill all, the PlayerRef will be auto-filled.

 

I don't get this part, does he means here?:

 

6chDhMQ.png

 

Yes, it will go here. The errors is because the properties have not been set up.

 

Because it keeps giving me a error, 

 

 

Starting 1 compile threads for 1 files...

Compiling "TIF__0200438A"...
E:\Skyrim\Data\Scripts\Source\TIF__0200438A.psc(9,30): variable PlayerRef is undefined
No output generated for TIF__0200438A, compilation failed.
 
Batch compile of 1 files finished. 0 succeeded, 1 failed.
Failed on TIF__0200438A
 
Aditionally, in my desperation to make a dialogue work i made a new quest (side quest, non-repeat once) and put some topics in the dialogue views 
 
sTmNZkE.png
 
No conditions, no aliases, no shit; shouldn't every npc in the world have that dialogue?.

 

You will have to add conditions to the initial dialogue, since it is a non repeatable quest you will need 2 things:

 

Who the actor is who is speaking. When you go to create a Condition it is already set to do th at, just select the actor.

The second is something that says the quest is done otherwise it will always be available. What sort of condition will depend on the quest and how it is set up.

 

 

I suggest renaming the script (in the 'Advanced' tag above the script) as it can sometimes cause issues with the script properties. Also, the name is randomly generated and, while small, there is a chance of it conflicting with another script.

 

 

Best reference you will ever use: http://www.creationkit.com  I look at it constantly, especially when writing scripts. There is a lot more there than what the menu's show, if you can't find something just search for it.

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