Three way conversations, and "converstaions" with it

Post » Wed Aug 26, 2009 6:29 am

In older RPGs, your party members could on occaison quip in with a comment or sometimes flat out start talking to whoever you were talking to, resulting in the conversation including them in it and giving the "camera" going back and forth between them. Is this possible to do at all with the GECK? (Sorry if this is easy, I'm still new to the tool).

Also, what's the easiest way to set up an item as "talkable" so it can be manipulated and modified via a dialogue box? I'm guessing a script, but would this be viable for a weapon where you can't simply just double click it for usage?
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Kelly Osbourne Kelly
 
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Post » Wed Aug 26, 2009 6:29 am

Not very experienced in this area, but:

1) In vanilla, three way conversations are often scripted with timers controlling when an actor is to say a line. If you wanted to have NPC's butt in during player dialogue, that would be complicated. You could maybe add a result script to a dialogue option which closes all menus and returns you to gamemode, then activates your NPC to say something. Not sure if its really feasible though.

2) Again not sure on this, but I think you can create dummy NPC's to act as your talkable item, and simply have your activator activate the NPCref when the player er, activates it.

http://geck.gamesas.com/index.php/How_to_script_conversation_between_two_or_more_NPCsis the geck page on conversations, its very good.
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Darlene Delk
 
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Post » Wed Aug 26, 2009 5:02 am

For a three-way dialogue, you could make the first actor's result script close out the conversation and then have the player reference activate the next NPC (not the actual physical gamer, but a script line like player.activate npcref), while a quest variable controls where in the three-way dialogue you're at. I'm not sure how well it'd work, but I'm sure it'd be possible.
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maria Dwyer
 
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Post » Wed Aug 26, 2009 3:40 am

It should be in such a manner, I figured that was the last ditch effort. Would I be able to make the character's speaking face one another though in such an instance, rather than the face the player like it does normally?
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Marcus Jordan
 
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Post » Wed Aug 26, 2009 12:18 pm

In order to make the characters face one another, you'd need to make them 'talk' while in game-mode - you couldn't use the normal speech interface.
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herrade
 
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Post » Tue Aug 25, 2009 11:09 pm

Also, what's the easiest way to set up an item as "talkable" so it can be manipulated and modified via a dialogue box? I'm guessing a script, but would this be viable for a weapon where you can't simply just double click it for usage?

I would look at:

- The intercoms in the basemant of the Ultra-Luxe
- Mr House

Those are objects that bring up a conversation tree and aren't really animate objects.
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renee Duhamel
 
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Post » Wed Aug 26, 2009 7:28 am

Well to better explain, by item I meant inventory item. Though I figured out a work around in that case already...sorta.

In order to make the characters face one another, you'd need to make them 'talk' while in game-mode - you couldn't use the normal speech interface.


Which kinda defeats part of my idea of allowing the characters to argue with one another...damn. There has to be some way for that to work though while retaining it in dialogue.
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My blood
 
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