Dialogue tips needed...

Post » Mon Mar 04, 2013 12:52 pm

I am trying to add a complex dialogue tree to a quest but I am finding the 80 character limit for the player's dialogue to be quite limiting. What is the best way around this limitation?

The most obvious way is to create a response topic that contains just a full stop and no audio and link that to the second part of the player's dialogue but that is not exactly ideal.

Is there a better way to extend the player's lines?


Also if someone could help with these problems (posted in the quick questions thread, no luck ):

Spoiler
I'm really starting to hate the Papyrus compiler... Topic info fragment:
Spoiler
	While iIndex > 0		iIndex -= 1		kTempForm = kPlayerRef.GetNthForm(iIndex)		If kTempForm.HasKeyword((kQuest as ZAR_GlobalFunctionScript1).VendorItemWeapon)			iItemCount = kPlayerRef.GetItemCount(kTempForm)			iCount1 = iItemCount + iCount2			While iCount1 > iCount2				(kQuest as ZAR_GlobalFunctionScript1).WhiterunWeaponsArray[iIndex + iCount2] = kTempForm as Weapon	;Compiler complains about this line only!!! ): required (...)+ loop did not match anything at input '='				iCount2 += 1			EndWhile			kPlayerRef.RemoveItem(kTempForm, iItemCount)			akSpeaker.AddItem(kTempForm, iItemCount)		EndIf	EndWhile	kQuest.SetStage(20)	(kQuest as ZAR_GlobalFunctionScript1).WhiterunMainGateExterior.Lock(False)	Debug.Trace("Player Has been frisked and the gate has been unlocked!")
No amount of braces added to that line prevents this error. If I remove this (= kTempForm as Weapon) from the line it compiles. I need the script to directly modify the contents of the array property I have defined in ZAR_GlobalFunctionScript1 but this stupid compiler is preventing this. Surely what I am doing is legal?

Spoiler
I have a quest with some dialogue and a script attached to the quest that contains some global functions. I call those functions in my TopicInfo fragments like this:

;(GetOwningQuest() as ZAR_GlobalFunctionScript1).GetPlayerDialogueTarget(PlayerRef)
The 'PlayerRef' is a property are defined in the TopicInfo fragment. The compiler spits out the following error :

;cannot call the global function GetPlayerDialogueTarget on the variable ::temp2, must call it alone or on a type

WAT?
User avatar
des lynam
 
Posts: 3444
Joined: Thu Jul 19, 2007 4:07 pm

Post » Mon Mar 04, 2013 12:02 pm

It's 80 max. The only way I've gotten around it is by changing my dialog to fit, or adding in fillers like you mention, but with my NPC's response being something like, "Interesting, please continue..." or "Go on...". Just something to bridge the gap if you will.
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Sophie Payne
 
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Joined: Thu Dec 07, 2006 6:49 am


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