How do I add dialogue to my companions in CS?

Post » Tue Dec 29, 2009 2:25 am

I have a bunch of Toaster's companions that I would like to add dialogues to them in CS so they have more personality.
I know how to create races, NPCs, add textures, change stats - the basic stuff. Is it hard to do dialogues?
Can someone give me a very simple guide on adding dialogues or a link?

Thanks.

Add-on:

For more information, here's how I would like to do it.
I want to add a new option called "Companion Story..." when I talk to one of my companions.
And then I will get a list of options of what I want to ask my companion about.
Each topic I click on, the companion will tell me about his/her story regarding the topic.
Once in a while, I will also be able to respond - only one option - I don't need multiple options.

Will this be hard to do or is it pretty easy?
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Tracey Duncan
 
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Post » Mon Dec 28, 2009 3:10 pm

I'm actually doing it right now for a mod, and it's a lot easier than you'd think. I don't have a copy of the CS on hand, so this is partly from memory.

First of all, you handle dialogue via the quest editor, not the dialogue option in the character editing window. You'd start a new quest-- maybe name it something like "CompanionNameStory."

Here's what the quest editor window looks like: Like this: http://finalgirl.us/Oblivion/valv2_VariTkTest.png.

You add topics in the column to the left marked "Editor ID." I'm not using a particularly good naming convention there, but you get the idea.

"ValLT01" leads to the PC response of (Ask him to continue). The parenthesis mark ( makes that topic appear at the top of the dialogue chain.

Your NPC response goes in the "Info" section, and can be no longer than 150 characters per line (I think) although you can add as many lines as you want in "Response text". When you add a line of dialogue, you also decide what kind of facial expression your NPC will have as s/he speaks.

If you only want the dialogue to be said once, check "say once;" if you want the conversation to not return to the menu, check "goodbye." If you have multiple responses (as I do), you can check "random" for, well, a random response each time you speak to the NPC.

Since you're doing this with Toaster's mod, make sure you use a condition so that you don't end up with every NPC using the dialogue. See the blue highlighted line at the bottom? That guarantees that only the character with that ID will use the dialogue.

And that's basically it. As far as I've figured, anyway. Hope it makes a bit of sense.
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Tiffany Carter
 
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Post » Mon Dec 28, 2009 6:25 pm

thanks a lot for the simple walkthrough. I'll go try it out and see how it goes =)

one question, how do I make sub-topics with multiple choices?
for example:

Topic: Talk about ...

leads to Sub-topics:
1. Background
2. Hobbies
3. Desires

any idea?
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Kate Schofield
 
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Joined: Mon Sep 18, 2006 11:58 am

Post » Tue Dec 29, 2009 1:06 am

one question, how do I make sub-topics with multiple choices?
for example:

Topic: Talk about ...

leads to Sub-topics:
1. Background
2. Hobbies
3. Desires

The way that comes to mind first is a little complicated, and I'm sure someone else has a better suggestion for how to work it, but here goes.

Create your "talk about" topic (something like "CompanionNameTalkAboutStart").
In "topic text," put something like (Talk to CompanionName.).
In the Info section, have something like "Talk about...."

Now, here's where it gets a bit complicated. I think in order to make this work, you'll need a new topic for each sub-topic, linked in the Result Script box. (http://cs.elderscrolls.com/constwiki/index.php/Fixing_the_AddTopic_Bug

So your topic box might look like this:
CNTalkAboutStart
CNTalkAboutBackground
CNTalkaboutHobbies
CNTalkAboutDesires

and so on.

The Result Script box under that "Talk about..." info would look like this:

addtopic CNTalkAboutBackground
CNTalkaboutHobbies
CNTalkAboutDesires

and so on.

Like I said, I'm sure there's an easier way to do it, but that's at least a start-- and you'll probably find an easier way once you mess around with the CS a bit!
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Alexis Estrada
 
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Post » Mon Dec 28, 2009 4:00 pm

I have made a little dialogue and quest tutorial. Its based on Fallout, but the principles are the same for Oblivion, check out my sig.
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Tasha Clifford
 
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Joined: Fri Jul 21, 2006 7:08 am

Post » Mon Dec 28, 2009 1:31 pm

awesome, thanks guys. will try them out =)
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Sunnii Bebiieh
 
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Joined: Wed Apr 11, 2007 7:57 pm


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