Topics are unnaccesible on my mod!

Post » Wed Jan 20, 2010 2:55 pm

Hi!

I′ve just noticed, that I created a npc, but when I click on his only topic at his greeting, the topic doesn′t show the information associated with it. For example:

Greeting: Hi! How are you?
Topic: are you?
Response: [It doesn′t show. I click on the topic, but the conversation doesn′t evolves]

What is the problem? What can I do?

Many thanks!!
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Mike Plumley
 
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Post » Wed Jan 20, 2010 5:36 pm

Well, it's very likely that your Variables are not set correctly. Make sure they are filtered correctly and for this specific NPC.

Are you following a tutorial? Calislahn's http://www.calislahn.com/elder-scrolls/tutorials/ covers basically everything you need to know about setting up quests and conversations.

Also, "are you" is very common dialog. It is always best to make your Topics as unique as possible. This avoids conflicts with other dialog, or Topics that don't work.
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Dan Stevens
 
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Post » Thu Jan 21, 2010 1:10 am

I understand what your going through, but i looked at this http://tommyshideout.net/files/srikandi/DialogueTut/ and it explained everything you could possibly need, including greetings, topics, variables, and everything else. Good luck!
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(G-yen)
 
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Post » Thu Jan 21, 2010 12:38 am

Thank you, but now I have other similar problem. The answer the npc says, is repeating constantly. For example:

Have you met any person lately?
Choice Yes 1 No 2

If you pick choice 1 or 2 the npc must say

I never met any person never

I put the responses in this order: the first response at the bottom, and the last at the top....why I get this problem?

Thanks!
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Chrissie Pillinger
 
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Post » Wed Jan 20, 2010 11:18 am

Thank you, but now I have other similar problem. The answer the npc says, is repeating constantly. For example:

Have you met any person lately?
Choice Yes 1 No 2

If you pick choice 1 or 2 the npc must say

I never met any person never

I put the responses in this order: the first response at the bottom, and the last at the top....why I get this problem?

Thanks!

Well first off when your making your choice's in the result box, be sure to formatt it like this:
Choice, "Yes", 1,"No", 2

And also make sure both responses are above the question, and that the condition's box for function->choice-> is the right numbers.
If that doesn't fix it, upload a screenshot of what you mean and i'll see if I can help any.
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Gen Daley
 
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Post » Wed Jan 20, 2010 10:10 pm

Put the highest number response at the top of the list, using the left/right arrows to move it. Sort down the chain of replies. This simplifies your work writing dialogue and the engine's work finding the reply (and reduces bugs). As Slaanesh said, verify the filters.
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Isabell Hoffmann
 
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Post » Wed Jan 20, 2010 7:11 pm

I′ve corrected it by, instead of giving the variable function of: "If you choose 1 or 2, it will lead to response X", using >=1 signs, and it seems to work.

Now I have other kind of dialogue problems:

At result box, the response has to give me money and an entry journal.(40) With entry journal 40, the same response changes at the same topic, because the money entry uses journal30, and the second one uses journal40. Example:

If you have journal entry 30
topic: dirty work
response:
"You must go and kill a noble at his farm at bla bla bla...take this money for expenses:
Result: additem money 100 and journal entry 40

Journal entry 40 says: The gangster sent me to kill a noble and bla bla bla.

If you have journal entry 40
topic: dirty work:
response:
"I already sent you to kill the noble, go!"

Instead of that, when I have journal entry 30, the gangster(quest giver) repeats all the time the "You must go and kill a noble...take this money" but he does′t gave any money or journal entry(40) to the player


What can be being wrong?

Thanks!!
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Angelina Mayo
 
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Post » Wed Jan 20, 2010 10:41 pm

I′ve corrected it by, instead of giving the variable function of: "If you choose 1 or 2, it will lead to response X", using >=1 signs, and it seems to work.

Now I have other kind of dialogue problems:

At result box, the response has to give me money and an entry journal.(40) With entry journal 40, the same response changes at the same topic, because the money entry uses journal30, and the second one uses journal40. Example:

If you have journal entry 30
topic: dirty work
response:
"You must go and kill a noble at his farm at bla bla bla...take this money for expenses:
Result: additem money 100 and journal entry 40

Journal entry 40 says: The gangster sent me to kill a noble and bla bla bla.

If you have journal entry 40
topic: dirty work:
response:
"I already sent you to kill the noble, go!"

Instead of that, when I have journal entry 30, the gangster(quest giver) repeats all the time the "You must go and kill a noble...take this money" but he does′t gave any money or journal entry(40) to the player


What can be being wrong?

Thanks!!

If that's the way your typing it in game, then it won't work.
This is how you should have it:
Result box for Topic Dirty work:

player->additem "gold001" 100
Journal "your journal id" 40


Be sure that it's set up like that. Also, the compile errors button is very helpful, it will tell you if you have any disfunctional i.d's. Be sure to save your esp before you use it though, because it will make your mod have dirty references on it, making pepole think you have a dirty mod. So just hit that button, find the problem, reload the esp, and fix it. If none of this works, I don't really know what to tell you :brokencomputer:
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GLOW...
 
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Post » Wed Jan 20, 2010 11:19 am

I′ve corrected it by, instead of giving the variable function of: "If you choose 1 or 2, it will lead to response X", using >=1 signs, and it seems to work.


While that may seem to work at the moment, it will cause you trouble in the future and make debugging very difficult (if you ever miss a reply, another one will catch it, instead of going back to the question or an error). I would highly recommend not doing that.

If that's the way your typing it in game, then it won't work.


It will work, technically, the money just goes to the NPC. ;)
All non-fixed commands used in dialogue have an implied fix of the active NPC, which allows for some interesting things when used.

"player"->AddItem "gold_001" 100 ; I believe there's an underscore, and quote your IDs!Journal "your journal id" 40


Be sure that it's set up like that. Also, the compile errors button is very helpful, it will tell you if you have any disfunctional i.d's. Be sure to save your esp before you use it though, because it will make your mod have dirty references on it, making pepole think you have a dirty mod. So just hit that button, find the problem, reload the esp, and fix it. If none of this works, I don't really know what to tell you :brokencomputer:

You can also toss the snippet in the script editor and test for syntax errors there.
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Nathan Maughan
 
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Post » Wed Jan 20, 2010 10:02 pm


"player"->AddItem "gold_001" 100 ; I believe there's an underscore, and quote your IDs!Journal "your journal id" 40



Your correct, I left those out. Not very much hhelp if I didn't type it right. Whupps. :brokencomputer:
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Liv Brown
 
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Post » Wed Jan 20, 2010 4:51 pm

Hey, I know was typing wrong, it was an example, isntead of writing the full sentence of journal "journal entry" 40, or player->additem gold_100 300

I currently having the same problem. Also:

While that may seem to work at the moment, it will cause you trouble in the future and make debugging very difficult (if you ever miss a reply, another one will catch it, instead of going back to the question or an error). I would highly recommend not doing that.


How can I fix that?

thanks
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Kira! :)))
 
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Post » Wed Jan 20, 2010 4:03 pm

I'm not exactly sure how to fix it. It really depends on what's wrong in them.

The general idea is to always use the "Choice == x" filter; that's the most precise and (in all but a few rare occasions) is the one you want. You need to make sure your replies are sorted (highest choice to lowest, answers before questions) and the filters are set properly.

If the choices also have other filters/conditions, you'll need to provide fallback answers to handle not being able to find the original sets.

Without knowing the full details of your dialogue layout (lines, filters, desired order), I'm not sure what you want to do. Can you post more info as to what you have, what it should do and what it is doing?
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danni Marchant
 
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Post » Wed Jan 20, 2010 2:57 pm

Yes, I will post the entire dialogue. I will use short expresions, not the real ones:

The dialogue is about a vampire medic researcher, who asks you a serie of questions in order to know if you are a vamp. Like a quiz.
Topic: ask you some questions
Response: Have you made contact with vampires or sick people lately?
Result: Choice "Yes" 1 "No" 2

If Choice 1 or 2, response: And...have you noticed less hunger or thirst on the last days?
Result: Choice "Yes" 3 "No" 4

If choice 3 or 4, response: Hmm. Well. The last question, Do you have fear of sun?
Choice "Yes" 5 "No" 6

if you choose 5:
Oh god...it seems like if you have contracted vampiric disease! You must go to a temple, or if you already are one of them...go away!
result:Journal "_vampmed" 10
goodbye

if you choose 6:
Well, it seems like you are not a vampire, you are free to leave
result: goodbye


Also, I′m still having this problem

If you have journal entry 30
topic: dirty work
response:
"You must go and kill a noble at his farm at bla bla bla...take this money for expenses:
Result: additem money 100 and journal entry 40

Journal entry 40 says: The gangster sent me to kill a noble and bla bla bla.

If you have journal entry 40
topic: dirty work:
response:
"I already sent you to kill the noble, go!"

Instead of that, when I have journal entry 30, the gangster(quest giver) repeats all the time the "You must go and kill a noble...take this money" but he does′t gave any money or journal entry(40) to the player

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Michael Russ
 
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Post » Wed Jan 20, 2010 5:13 pm

Yes, I will post the entire dialogue. I will use short expresions, not the real ones:
:deal: <- [ALL TELEPATHS ARE ON VACATION]

You don't have to post complete lines of *text* you want to be displayed, but as long as you try to explain filter conditions and action results in vague expressions nobody will be able to help you. Please post lines not in a "logical" order but exactly as they go in your CS, from top to bottom; if "If Choice 1 or 2" are two separate lines, write both; if they are the same describe how do you define such a condition; try to describe each lines' condition exactly as you enter them in CS, and for action boxes, use copy/paste.
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N Only WhiTe girl
 
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Post » Wed Jan 20, 2010 6:09 pm

Oh, sorry, I post it right now:

I′ve taken screens, to show you better the situation
There is one screen for response on topic "ask you some questions"
http://img690.imageshack.us/i/captura1nv.jpg/
http://img151.imageshack.us/i/captura2o.jpg/
http://img140.imageshack.us/i/captura3n.jpg/
http://img684.imageshack.us/i/captura4z.jpg/
http://img849.imageshack.us/i/captura5v.jpg/
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Rozlyn Robinson
 
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Post » Wed Jan 20, 2010 9:24 pm

Oh, sorry, I post it right now:

I′ve taken screens, to show you better the situation
There is one screen for response on topic "ask you some questions"
http://img690.imageshack.us/i/captura1nv.jpg/
http://img151.imageshack.us/i/captura2o.jpg/
http://img140.imageshack.us/i/captura3n.jpg/
http://img684.imageshack.us/i/captura4z.jpg/
http://img849.imageshack.us/i/captura5v.jpg/

I assumed that you realize that the first two set's of choices both lead to the same answers?

If so, then I don't see anything wrong with it
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sharon
 
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Post » Wed Jan 20, 2010 10:15 pm

Ok, going from what I can see in your screens (imageshack resized them to be quite small, stupid thing), the initial reply is set up fine.

The second one, however, is impossible to reach since it has "Choice == 1 && Choice == 2". Dialogue filters act as an AND condition, all of them must be met at the same time. Since Choice can only have one value, you'll never see that second one. You can split it into two, or use "Choice >= 1 && Choice <= 2" to define a range.

Same deal with the next one. The final replies appear to be ok, but you can't reach them at the moment.
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Symone Velez
 
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Post » Thu Jan 21, 2010 12:23 am

Yes, I know, and the second set of choices leas to the same too. My problem is this:
http://img860.imageshack.us/i/captura6h.jpg/

I tried with the >= thing peachykeen, but you said me it was going to give me bugs...

By the way, a lot of thanks to all by the answers! I'm glad to understand why the function 1 & 2 thing didn′t worked :D
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Verity Hurding
 
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Post » Wed Jan 20, 2010 11:06 pm

Yes, I know, and the second set of choices leas to the same too. My problem is this:
http://img860.imageshack.us/i/captura6h.jpg/

I tried with the >= thing peachykeen, but you said me it was going to give me bugs...

By the way, a lot of thanks to all by the answers! I'm glad to understand why the function 1 & 2 thing didn′t worked :D

I just experienced this problem myself. What happens is when the dialogue doesn't have somewhere to go, it just repeats itself until you select an answer with a solution. SO therefore, the path to the answer to "yes" or "no" depending on which your clicking, is invalid. Just check it and make sure the i.d.'s and filter conditions are correct, because something is probably wrong in that area. :brokencomputer:
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Johanna Van Drunick
 
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Post » Wed Jan 20, 2010 10:03 pm

I tried with the >= thing peachykeen, but you said me it was going to give me bugs...
Not that it would give *bugs*, but it might do not what you expect it to do if you try it without clear understanding of what you're doing. For example, you *could* have it like this:

1: Well, it seems like you... | Choice=62: Oh god...it seems like ... | Choice=53: Hmm. Well. The last ....   | Choice>=3 | "Yes" 5 "No" 64: And...have you noticed...  | Choice>=1 | "Yes" 3 "No" 45: Have you made contact...   |           | "Yes" 1 "No" 2

and it will work even if you don't have double conditions in lines 3 and 4. But if you have exactly same lines in a different order -

1: And...have you noticed...  | Choice>=1 | "Yes" 3 "No" 42: Hmm. Well. The last ....   | Choice>=3 | "Yes" 5 "No" 63: Oh god...it seems like ... | Choice=54: Well, it seems like you... | Choice=65: Have you made contact...   |          | "Yes" 1 "No" 2

you'll get the first answer repeated over and over. On the other hand, if you set *strict* conditions, the order of lines won't harm you as long as the line with the first question (that doesn't have Choice in the filter condition) is the bottommost:

1: And...have you noticed...  | Choice>=1 Choice<=2 | "Yes" 3 "No" 42: Hmm. Well. The last ....   | Choice>=3 Choice<=4 | "Yes" 5 "No" 63: Oh god...it seems like ... | Choice=54: Well, it seems like you... | Choice=65: Have you made contact...   |                      | "Yes" 1 "No" 2


If you're unsure of your results, though, it's usually safest to have a single line per choice number.
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Miragel Ginza
 
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Post » Wed Jan 20, 2010 4:32 pm

Thanks! It helped a lot = )
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Catherine Harte
 
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Post » Thu Jan 21, 2010 2:52 am

I have another dialogue question....What happens If I use Choices 1 and 2 ( as continue) on a Greeting? Can this cause problems?
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Juan Suarez
 
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Post » Wed Jan 20, 2010 3:02 pm

I have another dialogue question....What happens If I use Choices 1 and 2 ( as continue) on a Greeting? Can this cause problems?

If your wanting to make a "continue" button, you should only use 1, not 2 options. Any aside from that, you can not do that on Greetings, only topics.
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mishionary
 
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Post » Wed Jan 20, 2010 6:01 pm

Using choices in greetings works like anywhere else, except you're more likely to run into conflicts with other mods. If you have avoid it, you should. If you can't, pick an outlandish number.

I've not tested extremely high choice numbers, but if the game stores them in a short/long var, anything up to ~4 billion should work. You could translate your initials/ID prefix into numbers and use that, or just start at 9001.
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Shiarra Curtis
 
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Post » Wed Jan 20, 2010 2:27 pm

Thanks :) I was thinking on the large number, but I was unsure if it was possible, but it worked fine :D
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Danny Warner
 
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