Force Player to complete dialogue?

Post » Mon Nov 19, 2012 1:49 pm

Hello,

Is there a trick to force the player to complete a dialogue until it hits a "goodbye" topic? This wasn't an issue in the other Bethesda games, but here I can't get the player from dropping (tabbing) out of a dialogue and evading sticky situations...

I didn't see anything in the dialogue options. And does anybody know what the "Exclusive" check box in the dialogue branch options mean?

Thanks!
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Emma louise Wendelk
 
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Post » Mon Nov 19, 2012 4:37 pm

There isn't any way to avoid tabbing out of dialogue, as far as I know. I think the best you could do is prevent the PC from moving when once conversation begins, and then give the NPC a forcegreet pacakge so that they will restart the conversation if the player does tab out. Restore player controls on the goodbye.

I did notice that the latest SKSE lets you register for indvidual keys...not sure what would happen if you registered for tab/escape keys, but that might be worth looking into.

An "exclusive" dialogue branch acts like a blocking branch once it is entered--it doesn't immediately block other branches, but once a topic within it is chosen, it becomes blocking until a topic outside of its scope is linked to.
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Astargoth Rockin' Design
 
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Post » Mon Nov 19, 2012 7:59 am

It may not be so good idea to avoid the player exiting a conversation just tabbing. In previous games you couldn't be attacked in the middle of a conversation but now you can.
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R.I.P
 
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Post » Mon Nov 19, 2012 5:59 pm

Yes, that's true. Blocking it might not be so ideal... But now that I think of it. I think I remember a situation in game where I tabbed out of a conversation and then the NPC got pissed and attacked me.

So, there has to be a way to catch when the player leaves a conversation before a specific condition has been met? Then, as DreamKing says, ForceGreet again directly into the left topic, maybe with consequences...
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Bek Rideout
 
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Post » Mon Nov 19, 2012 8:33 pm

You certainly wouldn't want to disable tabbing out of dialogue on a global basis, even if you could. I was assuming this was for a specific conversation in a controlled situation.
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Steven Nicholson
 
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Post » Mon Nov 19, 2012 8:08 am

I think I have an idea how to do it, but it's quite cumbersome...

Number all your topics that your dialogue has to go through. Define a conditional variable in a script and start it with 0. Add at the end script fragment of each topic info 1 more to the variable. The script checks for istalking(), and once there's no more dialogue, if the variable is not where it should be, then the dialogue wasn't completed. Check which topic was left by comparing it to the variable value and forcegreet directly into that topic.

Am I talking [censored]? Anyway, I'll probably let it be and hope they just finish the dialogues out of curiosity...

Thanks for the help!

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Nuno Castro
 
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Post » Mon Nov 19, 2012 3:06 pm

Actually it's more symple. In the topic info, in the botton part, there is a check box, 'walk away'. If you check it, you will be able to select in the list box to the right ot the checkbox, the response from the ones allowed to that topic, that should be activated if the player walks away or exit the dialogue with tab. If you also check the checkbox 'walk away invisible in menu', the selected respons won't be shown to the player during game.
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ruCkii
 
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Post » Mon Nov 19, 2012 3:00 pm

Could you not http://www.creationkit.com/DisablePlayerControls_-_Game in the begin fragment and then http://www.creationkit.com/EnablePlayerControls_-_Game in the end fragment? Would that not work?

- ahypno
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Assumptah George
 
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Post » Mon Nov 19, 2012 7:31 am

Good examples may be found in the quests for Hermaeus Mora, Molag Bal, and some other non interruptible Daedric Quest dialogs.
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XPidgex Jefferson
 
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Post » Mon Nov 19, 2012 3:39 pm

amgepo, thanks! That sure sounds interesting! I'll check that out, seems like what I was looking for...

hypno88, it would work, but I think that the problem amgepo described further up would still apply, you could be attacked during the conversation and wouldn't be able to defend.

Michele, I will check those examples and see how they did it, thanks!
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