Won't load my NPC in function parameters...

Post » Tue May 17, 2011 12:42 am

Ok- I got this far, but now, in the dropdown bar, my NPC script is supposed to be there, and it's not...

I selected function name (GetIsID), but it's supposed to have my npc script and it doesn't... What am I doing wrong?

I've tried renaming, closing the window, closing the program, but nothing is working for me.

Help please!
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Vivien
 
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Post » Mon May 16, 2011 11:37 pm

You're a bit scarce on details. What exactly are you trying to do?
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kevin ball
 
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Post » Tue May 17, 2011 8:47 am

You're a bit scarce on details. What exactly are you trying to do?


I'm trying to create an NPC that is a companion. The tutorial I was following said to make an NPC, include him in a new faction, find a place for him to start out, then create a script to follow:

Here is a copy of the page...


"Take a breath and let's begin. For the first line type ScriptName yourscriptname, for mine I will call it ScriptName AAveroniascript. Now hit the enter key 2 times giving yourself an extra line of space. Type in short variablename, for mine I use short veroniafollow. Your script should now look something like this:

ScriptName AAveroniascript

short veroniafollow

We're done... there was that so bad? What this script does is declare a variable for us to use, in my case veroniafollow is the variable, it can be anything you want, just try not to use any numbers as it may screw things up.


Hit the save button and close the script. We will also have to close the quest window and reopen it. Hit the OK button and the bottom and open up the quest window again.


Make sure it is your quest that is selected. Now in the script line expand the list and find our newly created script. Select it and go back to the Topics tab.


Image:tutorial-06.jpg


Now we must set up our conditions. Whenever you make responses you must always make sure the NPC you want says it. First let's set up the conditions for our GREETING. Click on it then at the bottom hit new and find GetIsID in the list. The next box over will say invalid, click on it and select our NPC in the list. If you used the AA method like me they should be very close to the beginning of the list.


Image:tutorial-07.jpg


Now let's move on to our follow topic. At the top you may want to rename the topic text. This will show the choice you will get in the game. Change it to something reasonable like Follow Me. Now in the empty list at the top, right click and select new. Type in a response you want your companion to say when they follow you. For mine I will use “I will follow you to whatever end.” Yea I'm a Lord of the Rings Fanatic, you may want to make yours a little different. When you're done with your response hit OK at the bottom."



The quest script they had me create is saved, I can find it among the other quests, but not in the function parameters button.
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Marcin Tomkow
 
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Post » Tue May 17, 2011 12:37 am

Make sure the script type is correct.
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gemma king
 
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Post » Tue May 17, 2011 5:49 am

Make sure the script type is correct.



I followed the directions, and tried it several times- does the tutorial look like it's giving me the right script?
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Manny(BAKE)
 
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Post » Tue May 17, 2011 1:27 pm

GetIsID is meant to point to your NPC, not the script that you attach to your NPC. You're trying to make dialogue that will only be said by that NPC.
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Astargoth Rockin' Design
 
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Post » Tue May 17, 2011 4:15 am

When setting an NPC just to follow you everywhere, there is no need for scripts... Just open up the NPC by double-clicking it in the Object Window (or whatever it was) and select AI. Make an AI package for the NPC, double-click the fresh package, and set it to "follow". Then open the "location" -tab, and select "Player" from the box on the left.
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Blackdrak
 
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Post » Tue May 17, 2011 12:38 am

Thanks, both of you, for your replies- It's helpful because I'm trying to accomplish both of those things... Any answer on why I can't make npc-specific dialogue? What am I doing wrong?
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Steven Hardman
 
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Post » Mon May 16, 2011 11:58 pm

Thanks, both of you, for your replies- It's helpful because I'm trying to accomplish both of those things... Any answer on why I can't make npc-specific dialogue? What am I doing wrong?


I'm kinda psyched because I may have an answer for this one (depending on why you can't make the dialogue specific, of course).

First, you probably already know NOT to use the "dialogue" button on the NPC screen. Second, if you look at this image: http://finalgirl.us/Oblivion/valv2_VariTkTest.png (Ignore the red text-- those are notes on variable use), you'll see that under "conditions" I'm using GetIsID to specify what NPC (in this case, the NPC with the ID "cmValtierro) is able to speak the above line. As RandomSpecification notes, GetIsId indicates a specific NPC, and it's really, really useful.

Good luck with your companion-making-- it's an awful lot of fun, but it can be madly frustrating at the same time.
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DAVId MArtInez
 
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Post » Tue May 17, 2011 8:00 am

Thanks for the reply- I noticed when I changed the script from "quest" to "object", it recognized the script on my npc screen where you choose race, design face, etc... but when I go back to the quest window, it doesn't recognize the script. I assume its because it's no longer a quest script... But why is it not recognizing the script? I'm trying to read about scripts; does it look like the script the tutorial is telling me to write is correct?
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rolanda h
 
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