NPC equipment choices won't appear until....

Post » Tue Mar 15, 2011 2:13 am

I have made an NPC companion and have almost all my dialogue---hiring,firing,set home,wait, etc.---stuff working fine. I have menus set up for the player to change the NPC's clothes, melee weapons, and ranged weapons but the choices in these catagories won't show up until I unequip the current item in that menu...i.e. have the NPC unequip the ranged weapon and then the ranged weapons choices will appear. If I do not unequip something, it's like I have the goodbye flag ticked and they exit the conversation. I have looked at other npc's (namely "Jessi") and can't figure out how to get the choices to show up without unequipping the current item. It's probably something simple, but I can't figure it out. All my conditions are set correctly. Thanks for the help in advance.
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Kirsty Wood
 
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Post » Mon Mar 14, 2011 2:55 pm

I have made an NPC companion and have almost all my dialogue---hiring,firing,set home,wait, etc.---stuff working fine. I have menus set up for the player to change the NPC's clothes, melee weapons, and ranged weapons but the choices in these catagories won't show up until I unequip the current item in that menu...i.e. have the NPC unequip the ranged weapon and then the ranged weapons choices will appear. If I do not unequip something, it's like I have the goodbye flag ticked and they exit the conversation. I have looked at other npc's (namely "Jessi") and can't figure out how to get the choices to show up without unequipping the current item. It's probably something simple, but I can't figure it out. All my conditions are set correctly. Thanks for the help in advance.


What are your conditions? Are you using GetItemCount like the Jessi mod or are you using a quest variable to track outfit number, weapon, etc?
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Kevan Olson
 
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Post » Mon Mar 14, 2011 4:59 pm

What are your conditions? Are you using GetItemCount like the Jessi mod or are you using a quest variable to track outfit number, weapon, etc?

I am using getitemcount like the Jessi mod, and I pretty much have it set up exactly the same. But doesn't the GetItemCount condition only apply when you are equiping the new item (to verify the NPC is not currently wearing/using that item)? It all works fine once I have the NPC unequip the equiped item. The equipment "choices" pop up in the dialogue, and I can choose and equip the new item, no problem. Where I am having the problem is in just getting the "choices" to pop up when there is already an equipped item from that catagorie. The only conditions I have set for "Let's see your ranged weapons" topic are: GetIsID and GetScriptVariable (Hired==1). This is exactly how Jessi is set up.
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Daniel Holgate
 
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Post » Mon Mar 14, 2011 9:30 pm

I am using getitemcount like the Jessi mod, and I pretty much have it set up exactly the same. But doesn't the GetItemCount condition only apply when you are equiping the new item (to verify the NPC is not currently wearing/using that item)? It all works fine once I have the NPC unequip the equiped item. The equipment "choices" pop up in the dialogue, and I can choose and equip the new item, no problem. Where I am having the problem is in just getting the "choices" to pop up when there is already an equipped item from that catagorie. The only conditions I have set for "Let's see your ranged weapons" topic are: GetIsID and GetScriptVariable (Hired==1). This is exactly how Jessi is set up.

The GetItemCount simply reports how many of those items that the NPC has in its inventory, regardless of whether it is equipped or not. So if you want to enable a dialog option, you would test to see if the item count for that item was zero in this case. So for outfit1, you test Getitemcount Outfit1 is zero, so that dialog option is enabled.
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Toby Green
 
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Post » Tue Mar 15, 2011 1:51 am

The GetItemCount simply reports how many of those items that the NPC has in its inventory, regardless of whether it is equipped or not. So if you want to enable a dialog option, you would test to see if the item count for that item was zero in this case. So for outfit1, you test Getitemcount Outfit1 is zero, so that dialog option is enabled.

I see. Okay, I'll give that a shot. Thanks much.
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LuBiE LoU
 
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Post » Mon Mar 14, 2011 7:06 pm

Well that doesn't work either. So I set it up so I unequip everything initially and then all the choices are available. Strange thing is, once I am past the initial unequip point, everything works fine. All the choices are available every time, and I can swap equipment normally. :brokencomputer:
Oh, well...thanks for the help.
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RObert loVes MOmmy
 
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