NPC Children Dialogue

Post » Sat Jan 29, 2011 3:38 am

Lo lo,

I've been mucking around making a quick 5 minute mod this evening, and I'm trying to create dialogue for a child NPC of my creation (PPchildcaucasianmale).

Now, I've set all the conditions in the GREETING topic of a Quest I made to hold the dialogue (PPkidspeak), so theoretically, when you talk to the kid, it should respond with the GREETING and chain of dialogue I've set up.

However it relates to something found in the 'quest' GenericKids (or something like that, I paraphrase the exact name of the vanilla content it relates to).

Any theories?

I based the NPC off an existing ID, but obviously changed it about, removed AI Packages (all of them including the Dialogue ones). I tried creating my own dialogue package, but nothing.

The brat just refuses to speak up.

What am I doing wrong? :S

Ta
User avatar
Budgie
 
Posts: 3518
Joined: Sat Oct 14, 2006 2:26 pm

Post » Sat Jan 29, 2011 9:27 am

Your kid is inherting dialogue from other quests - namely generic kids. That quest has a greeting topic as well. Your child gets that dialogue based on his voice type, so create a new voice type and assign it to your kid NPC. This will remove all vanilla dialogue from him/her though - No hellos or random coments, no nothing. Another thing you could try, although I have not done this myself, would be to make the priority of your dialogue topics and quest higher than the vanilla dialogue and quest.
User avatar
Toby Green
 
Posts: 3365
Joined: Sun May 27, 2007 5:27 pm

Post » Fri Jan 28, 2011 8:35 pm

Your kid is inherting dialogue from other quests - namely generic kids. That quest has a greeting topic as well. Your child gets that dialogue based on his voice type, so create a new voice type and assign it to your kid NPC. This will remove all vanilla dialogue from him/her though - No hellos or random coments, no nothing. Another thing you could try, although I have not done this myself, would be to make the priority of your dialogue topics and quest higher than the vanilla dialogue and quest.


Hey, it took me till 3am, but I figured it out in the end thanks :)

More annoyingly right now though, when I try and get the kid to follow me, he doesnt follow me through the door and into the Wasteland. He'll follow me in that cell, but won't come through the door with me.

The follow packages config dictate he follows me into any cell as the Player.

Any ideas?

Cheers
User avatar
Karen anwyn Green
 
Posts: 3448
Joined: Thu Jun 15, 2006 4:26 pm

Post » Sat Jan 29, 2011 8:18 am

What flags do you have on your follow package?
What are the conditions?
Did you setup an 'End Location'?
How did you setup the Follow tab on the follow package?

Yes, a follow package should have the nPC following you through teleport doors, unless you have a mod conflict that prevents it or perhaps you a using a dirty save in your testing.
User avatar
Jimmie Allen
 
Posts: 3358
Joined: Sun Oct 14, 2007 6:39 am

Post » Fri Jan 28, 2011 8:09 pm

What flags do you have on your follow package?
What are the conditions?
Did you setup an 'End Location'?
How did you setup the Follow tab on the follow package?

Yes, a follow package should have the nPC following you through teleport doors, unless you have a mod conflict that prevents it or perhaps you a using a dirty save in your testing.


Hmm, could be a dirty save as I have no other mods active ingame. It's the base, the EPs and my mod.

Flags: Allow Swimming, Allows Falls, Continue During Combat and Fallout Behaviour
Conditions: Based on a tutorial by foxy, the conditions set to a status var(if this sounds familiar)

There's no end location setup either, as it states in the tutorial I followed not to have an end location... (Edit, I did just tick the flag for End location with near current location - still no result)

Follow Target as cell any and ref any aswell.
User avatar
NeverStopThe
 
Posts: 3405
Joined: Tue Mar 27, 2007 11:25 pm

Post » Sat Jan 29, 2011 3:22 am

You don't want the end location for the follow package.

Your follow target should be the player, right? Not Any Any.

I don't see how you can choose cell:any Ref:any for a follow package anyway.

It should be setup with the Specific Reference radio button toggled. The chose the Cell and reference to follow. If that reference is the player, you can choose any cell, but you have to actually choose a cell, then select the player reference from that cell.
User avatar
Bird
 
Posts: 3492
Joined: Fri Nov 30, 2007 12:45 am

Post » Fri Jan 28, 2011 10:12 pm

Nah, I got rid of the end location. The current setup is thus;

http://img685.imageshack.us/i/31711595.jpg/
User avatar
Laura Shipley
 
Posts: 3564
Joined: Thu Oct 26, 2006 4:47 am

Post » Sat Jan 29, 2011 7:14 am

Oh, and another thing... if I want to conditionalize a greeting so that it checks to see if a global variable is lower than a hundred, would I set the Greeting's condition to be;

GetGlobalValue -> Global: PPtestVar -> <= 99


I know the variable is set to 50 to begin with, and through a debug topic I can modify it, but other than that, the greeting that checks that condition never activates.
User avatar
Glu Glu
 
Posts: 3352
Joined: Sun Apr 01, 2007 5:39 am

Post » Fri Jan 28, 2011 10:35 pm

I looked at your image, and I am still confused as to how you were able to select 'Any' for the cell. My version of the Geck does not have 'Any' as an option. If this is working then, :shrug: .

For your conditionalized GREETING... If your NPC uses a default voice type than they will also hve default greeting topics that come from the 'genereic' quests. Does your greeting ever occur without the global condition? If the answer is no, you can try setting the priority of your quest to a value higher than what the generic quests use (I think 60 will work) so that your quest GREETING topic will be chosen before the generic ones. You can also give your NPC a custom voice type and that will remove any and all generic topics from your NPC.
User avatar
Stace
 
Posts: 3455
Joined: Sun Jun 18, 2006 2:52 pm

Post » Fri Jan 28, 2011 10:56 pm

I looked at your image, and I am still confused as to how you were able to select 'Any' for the cell. My version of the Geck does not have 'Any' as an option. If this is working then, :shrug: .

For your conditionalized GREETING... If your NPC uses a default voice type than they will also hve default greeting topics that come from the 'genereic' quests. Does your greeting ever occur without the global condition? If the answer is no, you can try setting the priority of your quest to a value higher than what the generic quests use (I think 60 will work) so that your quest GREETING topic will be chosen before the generic ones. You can also give your NPC a custom voice type and that will remove any and all generic topics from your NPC.


It works to the extent of following me about the room, it just wont follow me out through any doors.

How would you have set the follow package up?

As for the greeting, it does, yes! :) I'll try this shortly and see if that's what's been causing the little bugger to not pvssyr correctly. Cheers PK, a help as always.
User avatar
Karine laverre
 
Posts: 3439
Joined: Tue Mar 20, 2007 7:50 am

Post » Sat Jan 29, 2011 9:46 am

I have setup my follow packages just like your image except that I have a specific cell selected in place of your 'Any' The cell itself does not matter, but the only difference I see is that I have an actual cell name whereas you have 'any'. Also, could the condition on your follow package be the problem? I don't actually see it in the image, but could it evaluate to something different after the player leaves the cell?

Are you using the Geck patched to v1.5?
User avatar
Mackenzie
 
Posts: 3404
Joined: Tue Jan 23, 2007 9:18 pm

Post » Sat Jan 29, 2011 7:38 am

Hmm, odd. I'm not using the patched version, no, as I've heard bad things about it :S

Frustration, everything is set up as it should be. The kid follows me about the cell, it just wont come through the door.
User avatar
Tyrone Haywood
 
Posts: 3472
Joined: Sun Apr 29, 2007 7:10 am

Post » Sat Jan 29, 2011 10:48 am

AFAIK Geck not patched to v1.5 = bad, not the other way around.
User avatar
Alessandra Botham
 
Posts: 3440
Joined: Mon Nov 13, 2006 6:27 pm

Post » Fri Jan 28, 2011 7:52 pm

AFAIK Geck not patched to v1.5 = bad, not the other way around.


Hmmmmh. This I shall try then. Will this cause incompatibility or any issues with my mods?
User avatar
CArla HOlbert
 
Posts: 3342
Joined: Wed Feb 21, 2007 11:35 pm

Post » Fri Jan 28, 2011 9:40 pm

None that I am aware of. Also, is your game patched to v1.7?
User avatar
Ron
 
Posts: 3408
Joined: Tue Jan 16, 2007 4:34 am

Post » Sat Jan 29, 2011 9:28 am

My biggy, it is patched to 1.5.0.19

Gamewise, not sure if that patch is updated either, presumably it is, to get the later EP's working. Infact, Im sure it is.

Edit: I'm an idiot... I thought I'd done the Navmesh way back... but alas, it mustn't have saved when GECK crashed. Taaaa daaaa. Resolved. :)

Still trying to get this conditionalised greeting topic to start up though. Created a new Voice type and was going to try that, so I'll post back with my findings.
User avatar
Amber Ably
 
Posts: 3372
Joined: Wed Aug 29, 2007 4:39 pm

Post » Fri Jan 28, 2011 11:29 pm

Just another FYI - But Fallout patch 1.5 is the worst version of the game you can have. v1.5 introduced a whole new set of bugs that weren't in prior versions and 1.7 only fixed a few of these. I recommend Geck patched to v1.5 and fallout 3 patched to v1.7
User avatar
Alex Blacke
 
Posts: 3460
Joined: Sun Feb 18, 2007 10:46 pm


Return to Fallout 3