StartConversation player ! Do it !

Post » Fri May 27, 2011 6:59 pm

I have a Script like this on a new guard. When he sees the player and the player is in the wrong faction I want that the guard is going to the player & talk to him.

Instead he walks to the player but then nothing happens, he just keeps following me oO

Begin Gamemodeif "0ik0Hauptquest".GuardsAlarmed == 0	if player.GetInFaction "0ikKultFaction" == 0		if GetLos player == 1			set "0ik0Hauptquest".GuardsAlarmed to 1			startconversation player, Greeting			message "Talk to player"		endif	endifendifEnd


The message is shown, still no talky with me, does someone know why ?
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Chantel Hopkin
 
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Post » Fri May 27, 2011 6:44 am

StartConversation is broken in this instance. Use a package instead to have the Guard greet the player (RGO uses a Find package).

Also! Remove the double-quotes in the script - you do not need them. Another thing! No numbers at the start of variable names!
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Rachell Katherine
 
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Post » Fri May 27, 2011 3:33 am

Thanks for the fast reply, ok I made a Find Package with "Always running" flag on. The guard is running towards me and keeps folowing the player, but still without talking to him?
I have no Location set and Target on specific Reference player.

For the quotes, I made them because of the Questname, there I need them cause of the number "0", I heard its bad using numbers but I never really got whats the bad thing about them except that you need Quotes sometimes.
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N Only WhiTe girl
 
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Post » Fri May 27, 2011 2:49 am

Thanks for the fast reply, ok I made a Find Package with "Always running" flag on. The guard is running towards me and keeps folowing the player, but still without talking to him?
I have no Location set and Target on specific Reference player.

For the quotes, I made them because of the Questname, there I need them cause of the number "0", I heard its bad using numbers but I never really got whats the bad thing about them except that you need Quotes sometimes.
It's bad. Don't do it. Fix it. It will only lead to problems later on. Why would you even put numbers at the start of the questname anyway?

I dunno what's wrong with your Find Package. Does have "Must Complete" on it? It should have that. I know that Find packages work because RGO uses them to make the Guards arrest the player.
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Harinder Ghag
 
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Post » Fri May 27, 2011 9:23 am

Thanks for the fast reply, ok I made a Find Package with "Always running" flag on. The guard is running towards me and keeps folowing the player, but still without talking to him?
I have no Location set and Target on specific Reference player.

For the quotes, I made them because of the Questname, there I need them cause of the number "0", I heard its bad using numbers but I never really got whats the bad thing about them except that you need Quotes sometimes.



From my mod - Works every time.

Captain Grenaw seeks out the player to start convo with him :

Find Package

No Flags set

Schedule : Any for all


Conditions : MyQuestVar == 5.00


Location :

Location Checked

Near Reference selected

Cell (dont do anything with the cell, just leave it)

Ref - 'Player' 'Player Ref'

Radius 50


Target :

Target Checked

Any Object selected

Object ID : Player

Count 0



----------------------------



Of course you absolutely do need a 'Greeting' topic of some sort working on the Npc.

In my case, the new particular special greeting is based on that quest variable.

Although I do not use 'Must Complete' flag, in my case it is not needed, as there are no other packages that could possibly work until the main quest variable has changed once Grenaw talks to the player. Using Must Complete should be fine to use in most normal cases.

GL

/Edit

I am also running a StartConversation Greeting command on the npc right after calling an Evp as well in script. The StartConversation command may not be making any difference in the outcome, but I do want to just make mention of this in case it helps.
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Eliza Potter
 
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Post » Fri May 27, 2011 3:11 am

*Solved*
Thanks for the responses, I made a Find Package exactly how you made it sornan but STILL it didnt work... I tried to vary it in many many ways, i removed the Zeros out of all the names in this matter, I tried with and without StartConversation. I know it should work, even Bethesda does it like this, but the Guard doesnt talk to me.
What happens is that he comes to me, *says* "Hello blah blah" but not in a Conversation, he just says the Generic Greeting thing to me. He also tries to activate me, grabbing his hands to me, but no Conversation.

They do have a Greeting topic, which the Guard says when I talk to him, I disabled all other mods. I changed the order of loading the esp,esm files

I started a whole new character, startConversation was kind of blocked by some mess in my old Char it seemed. Still the Finf Package alone didnt work.

Anyways I solved it with an addition in the script with the startconversation thingy. This way the guard is running to me but still greets me.

Begin Gamemodeif "0ik0Hauptquest".GuardsAlarmed == 0	if self == 0		set self to Getself	endif	if player.GetInFaction 0ikKultFaction == 0		if GetLos player == 1			set "0ik0Hauptquest".GuardsAlarmed to 1			evp			message " Soll Spieler ansprechen!"		endif	endifelseif  "0ik0Hauptquest".GuardsAlarmed == 1	if self.GetDistance player <= 200		StartConversation player, Greeting	endifendifEnd


Thanks for your help all, always nice to find help here :)
Greets sHs
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Laura Richards
 
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