Error Help - Advancing Topic Dialogue

Post » Tue Dec 22, 2009 10:27 am

I'm trying to modify a certain quest in which the player is told to execute someone, by creating new dialogue to allow the victim the chance to get away with their life, or speak in such a manner that will more than certainly result in the player getting a bounty applied to themselves for attempting to kill said victim. Unfortunately, as soon as I begin the conversation, the topic - which is activated by clicking on the person's name - continuously loops with no end in sight, regardless of what option I choose.

The whole "dialogue option" I've been attempting to create is a clone of the ones used with http://www.uesp.net/wiki/Morrowind:Silence_Tongue-Toad and http://www.uesp.net/wiki/Morrowind:Kill_Necromancer_Tashpi_Ashibael. Naturally, I tried to replicate them to the best of my abilities (having never worked with dialogue in this capacity before), and it doesn't seem to want to work.

I would like to know what it is I'm doing wrong, and what can be done to fix the error(s).
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Reven Lord
 
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Post » Tue Dec 22, 2009 2:46 am

You have to put the dialogue lines which result from choices after the line which generates the choices. What you describe is what happens when you fail to do this.
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Kevan Olson
 
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Post » Tue Dec 22, 2009 3:00 am

You have to put the dialogue lines which result from choices after the line which generates the choices. What you describe is what happens when you fail to do this.

That's what I've been doing.......unless you're talking about something completely different.

For example......Clicking on the person's name starts the dialogue.

Opening Dialogue
(Choice "yes" 1 "no" 2)

Choice 1: Next line in dialogue (Choice "yes" 3 "no" 4)
Choice 2: SetFight 100 (and all things associated with this action)

It continues onward like so, until the player either decides to let the other person live, or kill the other person outright. Or, at least, it's supposed to. <_<
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Nathan Hunter
 
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Post » Tue Dec 22, 2009 12:44 pm

I think Rex Little got it backwards, unless I missed what the problem is... the results of Choices have to be above the Choice.
The game reads Dialog from Top of the list to Bottom, so answers to Choices have to be above the question.

You can move highlighted dialog with the up/down arrows on your keyboard.
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Anne marie
 
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Post » Tue Dec 22, 2009 8:26 am

I think Rex Little got it backwards, unless I missed what the problem is... the results of Choices have to be above the Choice.
The game reads Dialog from Top of the list to Bottom, so answers to Choices have to be above the question.

You can move highlighted dialog with the up/down arrows on your keyboard.

I got this to finally work, but now there's yet another problem. I'm trying to modify another person's dialogue options to be dependent on certain conditions of the previous quest (i.e., whether the previous victim is alive or dead), but I can't get the second NPC to acknowledge this in any way. The "AddTopic" function won't work in this instance, either (unless I'm doing something wrong that I don't know of).

EDIT: Essentially, the dialogue options follow the same formula (more or less). Every time I click on the NPC's name, the NPC is supposed to begin speaking about the modified subject(s) (which, for reasons beyond my understanding, the NPC will not do).

Example:

NPC Name (Conditions: Journal Entry - Previous NPC Killed)
You killed ! I'll have your head for this!
SetFight 100
Goodbye

NPC Name (Conditions: Journal Entry - Previous NPC Spared)
So......You let live. I shall take the same offer you made for , and leave as well.
Goodbye
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Kim Kay
 
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Post » Tue Dec 22, 2009 8:26 am

Without seeing your dialog as it is in the CS, it would be very hard to trouble shoot what's happening. I wrote a http://www.4shared.com/document/VqXThGJa/Dialogue_tutorial.html a while back that may be of some help. Ignore the "awesome" part of the title, that was added by Algasia who cleaned it up and re-formated it for me. :)

One other thing, if you want an NPC to fight the player, you also need to add StartCombat Player in the results box underneath SetFight 100. I would also have the Goodbye command above any others.
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Andrea P
 
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Post » Tue Dec 22, 2009 5:53 am

Without seeing your dialog as it is in the CS, it would be very hard to trouble shoot what's happening. I wrote a http://www.4shared.com/document/VqXThGJa/Dialogue_tutorial.html a while back that may be of some help. Ignore the "awesome" part of the title, that was added by Algasia who cleaned it up and re-formated it for me. :)

One other thing, if you want an NPC to fight the player, you also need to add StartCombat Player in the results box underneath SetFight 100. I would also have the Goodbye command above any others.

Yeah, I know about the "StartCombat" bit......I was half-conscious when I wrote those more recent posts. :snoring:

As for the "dialogue".......The quests I'm altering are for the "contract killings" of Adraria Vendacia and Rufinus Alleius. Rufinus is supposed to have a specific reaction based on whether or not you chose to murder Adraria.

Thanks for the tutorial, btw. B)
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ruCkii
 
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Post » Tue Dec 22, 2009 2:24 am

I did get it backward in my post. Didn't realize it until I looked at it just now. Sorry about that, and thanks for correcting me, Pluto.
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Roy Harris
 
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Post » Tue Dec 22, 2009 7:53 am

<_< It looks like I'll be keeping this tutorial for a LONG while. The answer for the second part of my "problems" with creating the new dialogue was staring me right in the face this whole time........I must have been REALLY tired to not have noticed it. :banghead:
Thanks again for everyone's help.
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Rachael Williams
 
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