Guest user29 Posted June 24, 2012 Posted June 24, 2012 Hey, There's actually going to be some character dialogue (if you want to call it that) in the next sexoutbreeder, and i understand the concept, but I can't figure out how to do one thing that's probably pretty easy. Anyways what I'm trying to do is have the player pick one topic, and then have the npc say two lines back to back. Without the player picking another dialogue choice. It's probably something simple but i can't find any good tutorials for this. Thanks for the help.
Ark of Truth Posted June 24, 2012 Posted June 24, 2012 If it anything like Oblivion's setup it's gonna be a bitch. In the second post is adding dialogue for Oblivion, concept should be almost the same. Follow the guide and see what happens.
DoctaSax Posted June 24, 2012 Posted June 24, 2012 Hey' date=' There's actually going to be some character dialogue (if you want to call it that) in the next sexoutbreeder, and i understand the concept, but I can't figure out how to do one thing that's probably pretty easy. Anyways what I'm trying to do is have the player pick one topic, and then have the npc say two lines back to back. Without the player picking another dialogue choice. It's probably something simple but i can't find any good tutorials for this. Thanks for the help. [/quote'] 2 lines back to back? Select your topic, then right-click under "response text", select "new". You can add as many lines like that as you want, staying under the same topic. That is, if I'm reading you right.
Ark of Truth Posted June 24, 2012 Posted June 24, 2012 Topics are linked too quests. Slighty more complext then that.
DoctaSax Posted June 24, 2012 Posted June 24, 2012 Topics are linked too quests. Slighty more complext then that. I figured that was a given. Unless it's not? Just how much do you know about this sort of thing, user29?
DoctaSax Posted June 24, 2012 Posted June 24, 2012 I've got it so you can engage in conversation' date=' choose a dialogue choice, and end the conversation so I know a bit about it. edit: ah, I see what I did wrong. [/quote'] 'kay - didn't mean to put you on the spot there, btw - the dialogue window has always been a bit counterintuitive
Evilrunner Posted June 24, 2012 Posted June 24, 2012 I've got it so you can engage in conversation' date=' choose a dialogue choice, and end the conversation so I know a bit about it. edit: ah, I see what I did wrong. [/quote'] 'kay - didn't mean to put you on the spot there, btw - the dialogue window has always been a bit counterintuitive Most of the GECK is. Doesn't help half the things in it are broken too.
sen4mi Posted June 24, 2012 Posted June 24, 2012 'kay - didn't mean to put you on the spot there' date=' btw - the dialogue window has always been a bit counterintuitive [/quote'] The biggest problem I have seen in the dialogue window was when I was thinking that for me to create a new topic I need to modify an existing topic. (Since that is how I create so many other things in the GECK.) If you can get past that issue, experimentation becomes safer.
DoctaSax Posted June 24, 2012 Posted June 24, 2012 Most of the GECK is. Doesn't help half the things in it are broken too. Truth. I tend to understate things. The biggest problem I have seen in the dialogue window was when I was thinking that for me to create a new topic I need to modify an existing topic. (Since that is how I create so many other things in the GECK.) If you can get past that issue' date=' experimentation becomes safer. [/quote'] Yep, when I started out experimenting I couldn't help going for the "empty" topic instead of creating a brand-new one. And then there's the issue of adding a topic to a vanilla "greeting" topic with the addtopic window. So many ways of messing things up by doing stuff that looks complete made for what you're trying to do.
Halstrom Posted July 4, 2012 Posted July 4, 2012 new question! Doors. How do they work? I've got a working door but what's the right way to close it through a script? It's a cell door that Pan can open' date=' but I need a way to close and lock it when I want to. I've looked everywhere and I'm not getting anywhere on it.[/quote'] I believe ther was a door controlling script in the beginners tutorials in the Geck wiki, that's about all I know.
Mashi Posted July 5, 2012 Posted July 5, 2012 new question! Doors. How do they work? Does this become the official meme of LL?
Chase Roxand Posted July 11, 2012 Posted July 11, 2012 getSelf, if you're talking about dialog scrips.
Chase Roxand Posted July 11, 2012 Posted July 11, 2012 Yes. The NPC is always the "self" when you're talking to them.
Halstrom Posted July 29, 2012 Posted July 29, 2012 Well this has been so successful so far' date=' why stop now? In my deathclaw episode I've got various NPCs with a sandbox package. Also in that episode the player lays deathclaw eggs. Unfortunately the NPCs like to pick up said eggs and put them in their inventory because of their sandbox package. Anyone know what if any specific flag is enabling this behavior? Should I not be using the sandbox package?[/quote'] There's something in the Render Window stuff you set when placing the item inworld, something called "NoAIInteraction" or similar, I'd had problems too with DocMitchel drinking my SupaCola in that mod, I think that fixed it.
prideslayer Posted July 29, 2012 Posted July 29, 2012 I think they will ignore them as well if they're either classified as junk/clutter, or if they have zero value.. I don't remember for certain though.
DoctaSax Posted July 29, 2012 Posted July 29, 2012 I think they will ignore them as well if they're either classified as junk/clutter' date=' or if they have zero value.. I don't remember for certain though. [/quote'] Since they're classified as ingredients, the sandbox package treats them as food, I guess. If it's a sandbox package you made yourself, you can untick the "eating" flag on the package.
DoctaSax Posted August 4, 2012 Posted August 4, 2012 You guys haven't let me down yet. Got a new one. I have some restrained girls in my bloatfly cave and they're stuck in a constant state of idle anims. They're not really suppose to move at all' date=' however if the player comes near them they'll rotate to look at them. Not a huge deal but I figured it couldn't hurt to ask and find out if there was a way from stopping them from rotating to face the player. [/quote'] Maybe try a command like SetRestrained or SetUnconscious? The second is probably better, not sure.
KainsChylde Posted September 15, 2012 Posted September 15, 2012 I've encountered this myself. The geck doesn't like multi-floor cells for some reason. Not sure how to get around the issue, I ended up just redoing the structure with seperate cells for each floor.
BruceWayne Posted September 15, 2012 Posted September 15, 2012 The king's house is only partially loading for me in the geck. Everything is there because I can select invisible walls and such' date=' I just can't see everything. Let me know if you know why this is. [/quote'] You have to disable multibounds in your geckcustom.ini. Find bUseMultiBounds=1 and change it to 0.
Halstrom Posted September 16, 2012 Posted September 16, 2012 Tricks like that should be stored in a "Common Trickss to GECK" thread, there was anoher I had to reset too in there, but I can't remember it now
KainsChylde Posted September 16, 2012 Posted September 16, 2012 Delete all the .nam files from the data folder. All they are is blank documents that autoload the geck stuff. If theres something you want to auto load in geck, rename one of the .nams to the mod you want loaded.
astymma Posted September 27, 2012 Posted September 27, 2012 Ok' date=' is there a tweak I can do to disable the ultra annoying spell checker that thinks everything is an error? [/quote'] Create a directory at the same level of the Data directory (i.e. where FalloutNV.exe is) named Lex. Inside that create a directory called User. Inside that create a plain text file named userdic.tlx. Inside that file, you can place your dictionary words, one word per line. If you have Fallout3 and have used the GECK for it, you probably have these directories and files in your Fallout 3 directory. Can copy the Lex folder and everything in it to your Fallout New Vegas directory. So, the answer is no, but you can make the spellchecker actually use a dictionary.
BruceWayne Posted September 27, 2012 Posted September 27, 2012 Ok' date=' is there a tweak I can do to disable the ultra annoying spell checker that thinks everything is an error? [/quote'] You can disable it under edit->enable spell checker. edit: (GECK PowerUp only)
astymma Posted September 27, 2012 Posted September 27, 2012 Ok' date=' is there a tweak I can do to disable the ultra annoying spell checker that thinks everything is an error? [/quote'] You can disable it under edit->enable spell checker. That must be added by the Geck Power Up, I don't think that menu option exists in default GECK for FONV. EDIT: Yup, checked Powerup features list, that's it.
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