I'm trying to figure out how an NPC starts a spontaneous conversation in response to some other events in the game. And it looks to me like at the point where the conversation is triggered, the script adds a dialogue package to the NPC in question. For example, when the time comes for Arcade to start the "For Auld Lang Syne" quest, there's this line:
ArcadeREF.AddScriptPackage ArcadeTriggerForAuldLangSyneStartDialoguePackage
Then if you look at that package, it's all pretty standard; travel to PlayerRef, and start a conversation, beginning with topic "ArcadeForAuldLangSyneStart". So far, so good. But if you look at that topic in VDialogueArcadeGannon, it's empty. The actual conversation where he tries to start For Auld Lang Syne is a GREETING info, with no specific conditions. And I can't figure out a couple of things:
- How is it that triggering this empty topic actually starts a GREETING topic? Is there a hidden connection, or one that I need to look at another form or something to see?
- This greeting and all his other special greetings for special situations in the game don't seem to have anything special about them, like a special condition or flag that I can see. What keeps them from being used as generic greetings?
Again, I apologize if I've just missed something straightforward and I appreciate the help if someone will set me straight.
Don