Special GREETING

Post » Tue Mar 10, 2015 8:02 pm

Hey guys,

I have an NPC that's fully functional for what I need, but there's a special greeting I'd like to add but not sure how. When the player initially speaks to the NPC for the first time I want him to use a special greeting that he should only say that one time. I already have several lines in the GREETINGS topic and set to random and that works fine. So can I add a greeting that he'll say only once and only when the player first meets him? Thanks

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Nicholas
 
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Post » Wed Mar 11, 2015 9:04 am

You could setup an integer to act as a Boolean in the quest script and have it initially set to zero then condition your dialogue to check for it as a quest variable and then set it to one in the dialogue TIF. You would also have to condition your other greeting topics to check for it so they don't run until it's been set to one.

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Tarka
 
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Post » Wed Mar 11, 2015 12:16 am

You write this special line before than the common dialogue (above it), then you flag Say Once.

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Soraya Davy
 
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Post » Tue Mar 10, 2015 9:05 pm

Figures it was that easy. Wasn't sure how to move it up to the top so I just moved the other dialogue randoms into the same topic again which moved them to the bottom. Thanks Ana.

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JaNnatul Naimah
 
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Post » Wed Mar 11, 2015 1:34 am

One last thing and I should be good. Is there any way to prevent my NPC's armor from being removed by the player? He's anonymous and shouldn't be seen without the helmet.

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asako
 
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Post » Tue Mar 10, 2015 7:35 pm

You create a new helmet ID for him, then you mark it as Unplayable (not playable), the flag is on bottom of the armor window. The player won't see the helmet in inventory when looting

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Jennie Skeletons
 
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Post » Tue Mar 10, 2015 5:41 pm

Got it. And I lied. I have some questions still. First mod, obviously.

My companion always sounds like he's right next to me. Was there a setting I missed so that distance/direction is apparent on his voice? Hopefully it's not because I'm using wav files.

And how do I add responses of more than 150 characters. In-game when talking to some people, it's obviously longer. Are each of those separate voice files and text strung together as one response in response text?

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Tom Flanagan
 
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Post » Tue Mar 10, 2015 11:27 pm

You add the first 150 characters and confirm it with OK. You will see it appearing both on top (Info box) and in the middle (Response Text box). Go over Response Text box, right Click - New. This will add a second line which is continuation of the previous one.

Every line has a different file, yes.

What you mean with "always sounds like he's right next to me", you mean when he is barking? how did you make him barking, is he speaking to himself? something like MyCompanionREF.SayTo MyCompanionREF MyTopic

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Nikki Hype
 
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Post » Wed Mar 11, 2015 2:51 am

I didn't know you could attach a wav file to text with the dialogue editor. Is it working with a lip file also?

If thats your problem , then just convert it to an .oog

However , the topic tab of a quest is for dialogue spoken to the PC of which it should always bring the camera up close facing them. And then of course the sound played would appear to be right in front of you. The conversation/combat/detection tabs is where you can add dialogue that won't center the players view.

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Emma Louise Adams
 
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Post » Wed Mar 11, 2015 8:01 am

Okay, so what I did was I added a placeholder for each topic dialog with my own voice and then when I got all the lines voiced by our voice actor, I replaced all the lines I made with his. All of that works just fine. The issue is with the dialog in the conversation tab, combat, detection, and misc. all sounding as if he was right next to me speaking. If he's 50 feet away attacking something, saying, "I've got you now!" he shouldn't sound like he's 2 feet from me, but he does. Is there a missing variable somewhere? Maybe a script? I figured that distance stuff would be handled by the game's engine. Other companions with the game don't have this issue so it must be something I've missed.

And I've solved the rolling text. I just had to split the audio files up into separate files to link with additional response text.

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Annika Marziniak
 
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Post » Wed Mar 11, 2015 8:13 am

If you are useing the other tabs to attach when it plays ... then it must be because it is not an .oog

It makes sense why though .... the game requires a locational ... just like "playsound3d" And using audio emiters.

Its because the engine can't code your wave / mp3 ... with directional 3d space encoding ... like it does per npc with an .oog file.

So basically the npc.REF ,,, becomes a dynamic audio emiter ... but only with .oog format input.

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Matt Bigelow
 
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Post » Wed Mar 11, 2015 2:54 am

Is all your voice files captured through the geck? Dialogue editor ?

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Javaun Thompson
 
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Post » Wed Mar 11, 2015 5:43 am

I converted them to ogg and still the same issue...

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Rebecca Clare Smith
 
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Post » Wed Mar 11, 2015 6:47 am

I'll create a new topic for this issue. Thanks to everyone that's helped with the previous questions.

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chinadoll
 
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