Search for a response (red writing) in Dialogue

Post » Fri May 27, 2011 10:11 am

sorry, got a simple problem I need some help with:

I was playing someone's mod, and there was a response (i.e. One that comes up in red on the dialogue box) that I want to change. How do I find it in the CS?

thanks
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Ana Torrecilla Cabeza
 
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Post » Fri May 27, 2011 9:09 am

Maybe I'm not understanding, but the only response I can think of that is red is "Goodbye"... Is that it?

Anyway, if so, it exists down in the results box of the dialogue you are in as a function. you can remove it, but you can't really change it that I know of.
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Code Affinity
 
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Post » Fri May 27, 2011 5:22 pm

Maybe I'm not understanding, but the only response I can think of that is red is "Goodbye"... Is that it?

Anyway, if so, it exists down in the results box of the dialogue you are in as a function. you can remove it, but you can't really change it that I know of.

You can make a red response say anything. "Goodbye" is just a standard response that Bethesda used to end conversations.
Anyways, Edit->Find Text will help you narrow down the dialog entries that use the response you want to change (which Greeting/Topic etc)
Then open the dialog window, find the correct dialog (modded dialog has a star * beside it)
The dialog you're looking for will be in the Results window at the bottom, not in the main dialog line itself.
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Steven Nicholson
 
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Post » Fri May 27, 2011 5:17 pm

You can make a red response say anything. "Goodbye" is just a standard response that Bethesda used to end conversations.
Anyways, Edit->Find Text will help you narrow down the dialog entries that use the response you want to change (which Greeting/Topic etc)
Then open the dialog window, find the correct dialog (modded dialog has a star * beside it)
The dialog you're looking for will be in the Results window at the bottom, not in the main dialog line itself.


So, I learn something new, yay! Now for the question... "goodbye" is just entered in the results box without quotes or brackets, so you're saying that anything at all can just be entered there as a conversation ender?
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trisha punch
 
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Post » Fri May 27, 2011 11:19 pm

thanks Pluto
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Naomi Ward
 
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Post » Fri May 27, 2011 8:22 am

So, I learn something new, yay! Now for the question... "goodbye" is just entered in the results box without quotes or brackets, so you're saying that anything at all can just be entered there as a conversation ender?

Player choices (the red dialog a player can click on that's not a goodbye), has to be included in quotes and used with the choice command. Goodbye is a special case in that it doesn't bring up additional NPC responses, and thusly doesn't use the choice command. The choice command's syntax is: choice "" # "" # etc. The #'s outside of the quotes are then used with the function->choice command to determine what the NPC says next.
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jessica Villacis
 
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Post » Fri May 27, 2011 9:18 pm

@Jac:
Ah, thanks for the explanation. I read Pluto's response to mean that I could put Please continue, my good sir. or something in the results box and it would work just like goodbye. I'm glad you cleared that up before I wasted a bunch of time and effort on trying to make that work... I guess I'm just thick today, eh?

Thanks again!
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Kat Ives
 
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Post » Fri May 27, 2011 6:41 pm

@Jac:
Ah, thanks for the explanation. I read Pluto's response to mean that I could put Please continue, my good sir. or something in the results box and it would work just like goodbye. I'm glad you cleared that up before I wasted a bunch of time and effort on trying to make that work... I guess I'm just thick today, eh?

Thanks again!

It's been awhile since I modded, so my response was a bit off. ;)
I forget it was Choice, not Results.
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Batricia Alele
 
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Post » Fri May 27, 2011 8:17 am

Player choices go like this:

When you create and assign the choices, you use the choice number in another NPC dialog line in the same topic. Let's say that your NPC says "How are you today?" and the choices are "I'm fine." 1 "Okay, I guess." 2 "None of your business." 3 So now we have three choices and need additional NPC responses:

The first one could be "That's great!" In the function box, it'll be function->choice = 1.
The second could be "Well, I hope you feel better." Function->choice = 2.
The third: "You don't have to be rude about it." Function->choice = 3.

If you want more choices, you'll need to use a choice # that's not already used, like say 4. You can go as high as you want, I believe.
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Nick Jase Mason
 
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Post » Fri May 27, 2011 11:03 am

I think the limit is around 20 or so. I thought something like that was mentioned in http://tommyshideout.net/files/srikandi/DialogueTut/ somewhere, but I can't find it.

VV Ah yes, that's what I meant, just the limit in the results box. You can branch as many choices as you want in multiple dialogues.

Also, I found out that if your end of the conversation is too long in the Choice "stuff here" # quotes, it gets truncated as well.
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Big Homie
 
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Post » Fri May 27, 2011 10:20 pm

You can have as many choices as you like, up to whatever the highest number is that will fit into the function box; but, you are limited to how many choices you can present at one time. 20 may be the limit for one results box, but you're not limited to using just one box. :)
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Life long Observer
 
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Post » Fri May 27, 2011 12:22 pm

Lots of good info here. Of course, I had used choice before, I just didn't know very much about how it works in any but the simplest of forms... i.e. "Yes", "No" or something like that.
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Nany Smith
 
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