Adding topics to dialogue

Post » Mon May 17, 2010 8:15 am

I want to add a topic to the dialogue, but the tutorial says to right click on the large pane on the left. I try and do that but nothing happens. I can add topics to the three smaller panes on the right but that is about it. I don't know what I am doing wrong. Please help!
User avatar
Cheryl Rice
 
Posts: 3412
Joined: Sat Aug 11, 2007 7:44 am

Post » Mon May 17, 2010 9:53 pm

I want to add a topic to the dialogue, but the tutorial says to right click on the large pane on the left. I try and do that but nothing happens. I can add topics to the three smaller panes on the right but that is about it. I don't know what I am doing wrong. Please help!


I have very rarely dabbled with dialogue but I think in oblivion and FO3 dialogue revolves around quests. If you open up any quest there is a topics tab and if you right click in the left pane you get the add/remove topic options. Might want to also check the conversation tab. Beyond that I don't really know much about it.

EDIT: What tutorial are you following? Is it one on the geck wiki? I vaguely remember trying to follow a dialogue tutorial on the wiki ages ago and getting frustrated because the add topic wouldn't show up. Some one really needs to edit it because its not a very good guide.
User avatar
Maya Maya
 
Posts: 3511
Joined: Wed Jul 05, 2006 7:35 pm

Post » Mon May 17, 2010 10:23 pm

Yeah, Im using the one from the GECK wiki, aaargh, ive just spent 30 minutes fiddling around but I cant do it. Ill try to do it from quests. Thanks

FINALLY!! Thanks so much have a :cookie: :D
User avatar
J.P loves
 
Posts: 3487
Joined: Thu Jun 21, 2007 9:03 am

Post » Mon May 17, 2010 11:42 pm

Yep, you'll have to do it with quests (I think at least, I never did it otherwise).

1. Open the quest properties (existing one or new one, depending on what you want)
2. Select topics
3. Right click the list on the left and select add topic
4. In the appearing list, either select an existing topic, or if you want to create a new one, rightclick -> new. After you created a new topic, select it from the list.

Edit: Argh, too late :D
User avatar
Life long Observer
 
Posts: 3476
Joined: Fri Sep 08, 2006 7:07 pm

Post » Mon May 17, 2010 2:59 pm

Lol, Ok one more question (if u can answer), if I wanted to make certain NPCs wait (like Sydney in Stealing Independance) how do I do that. I know that from dialogue I have to set the script. But I dont understand what scripting I should do.

EDIT: Ive also put in the right conditions for the guard package but the scripting seems to go wrong. So far, Ive just copied what they did to Sydney (Im trying to do it on Tercorien) and pasted the follow conditions onto the MZ2 quest script. The package found that script and I could change the follow condition to 2 from dialogue.

Its just the script which keeps giving me a syntax error saying there is an unknown command
User avatar
Liv Staff
 
Posts: 3473
Joined: Wed Oct 25, 2006 10:51 pm

Post » Mon May 17, 2010 10:17 am

Lol, Ok one more question (if u can answer), if I wanted to make certain NPCs wait (like Sydney in Stealing Independance) how do I do that. I know that from dialogue I have to set the script. But I dont understand what scripting I should do.

EDIT: Ive also put in the right conditions for the guard package but the scripting seems to go wrong. So far, Ive just copied what they did to Sydney (Im trying to do it on Tercorien) and pasted the follow conditions onto the MZ2 quest script. The package found that script and I could change the follow condition to 2 from dialogue.

Its just the script which keeps giving me a syntax error saying there is an unknown command


The best way to make NPCs wait is a wander condition with the location set to the current position and radius set to 0. That way they will remain at the exact same place as where they are (although they may run about if they get into combat etc).

If you plan on doing it in conjuction with giving them a follow package then you'll need to create a script variable (either on the NPC or a quest, I generally use a quest) and call it something you'll know what it means such as npcfollow. Decide what values you want the numbers to represent (e.g 0 means not running either, 1 means follow, 2 means wait). Set the conditions of the follow package to require the quest script to be equal to 1, and the wander package to be equal to 2. Set up your dialogue choices where you tell the npc to follow or wait. In the results script of the follow dialogue info type:

set MyQuest.npcfollow to 1MyNPCRef.evp


MyQuest is the ID of your quest. Npcfollow is the quest script variable. MyNPCRef is the reference ID that you have given to the NPC in the reference window. Evp is short for evaluatepackage, which will cause the NPC to immediately look through their list of packages and adopt the next valid package (which you would have hopefully set as the follow package in the appropriate spot).

In the wait dialogue result script type

set MyQuest.npcfollow to 2MyNPCRef.evp


Everything is the same except you are setting the variable to 2 which means the wander package will be the correct one. Once you have finished using the npc as a follower simply type set MyQuest.npcfollow to 0 in the results script of whatever dialogue or quest stage that you use when they stop being a follow. You may also need to assign further conditions (e.g quest stage conditions) to the NPC if you plan on giving them additional packages.
User avatar
Vicki Blondie
 
Posts: 3408
Joined: Fri Jun 16, 2006 5:33 am


Return to Fallout 3