UltimateHK47 Posted December 28, 2011 Share Posted December 28, 2011 DONE More coming soon Link to comment Share on other sites More sharing options...
UltimateHK47 Posted January 15, 2012 Author Share Posted January 15, 2012 UPDATE: Need a new script, so far I havn't been able to get what I needed. A script to change the dialouge files from n_blabla to p_blabla. It will be fired At the end of n_blabla. Help is appreciated. Thanks (Sorry Canaan thanks for the link you gave me but i din't see a way to change files, tell me if i was being a blind noob ) Link to comment Share on other sites More sharing options...
Fastmaniac Posted January 16, 2012 Share Posted January 16, 2012 You mean like changing the conversation file of a character after a recruitment? In this case you can create an identical "twin" character (n_blah.utc) with a different dialogfile (n_blah.dlg). When recruiting the NPC you add the other "twin" to the party (p_blah.utc) which has a different dialog (p_blah.dlg). For any other case I can only give you this advice: If it's a one time activated conversation (n_blah.dlg) try starting the conversation with a script: void main(){ object oNPCtospeakto = GetObjectByTag("TAG_OF_NPC"); object oPC = GetFirstPC(); AssignCommand(oPC, ActionStartConversation(oNPCtospeakto, "DIALOG_FILE", FALSE,CONVERSATION_TYPE_CINEMATIC, int bIgnoreStartRange = FALSE)); } That should do the trick. Hope that helps... Link to comment Share on other sites More sharing options...
UltimateHK47 Posted January 16, 2012 Author Share Posted January 16, 2012 Thanks! Question- You put DIALOG_FILE What do i insert, p_bla or n_bla If its n_bla, does it ignore the first thing the npc wpuld say, so if it was about to load the recruitment conversation it could only be done 1nce, the 1st time you talk to the npc? If you dont understand ill explain more clearly. Link to comment Share on other sites More sharing options...
Fastmaniac Posted January 16, 2012 Share Posted January 16, 2012 With the script I posted above you can initiate a conversation with the NPC you're communicating with (replace TAG_OF_NPC with your tag) and the name of the file ("DIALOG_FILE"). For your recruitment mod this should be "n_blah.dlg". This conversation should be triggered only one time with the end of it being the recruitment node. After that, when the NPC is in the party he should use the p_blah.dlg which is written into his .utc. Link to comment Share on other sites More sharing options...
UltimateHK47 Posted January 16, 2012 Author Share Posted January 16, 2012 Hmm, thanks!! Ill test it sometime soon, as im taking an arrow in the knee because im not playing skyrim Link to comment Share on other sites More sharing options...
UltimateHK47 Posted January 26, 2012 Author Share Posted January 26, 2012 Another script. As im sure some know the script to make a character exit, can someone show me it in use. oGoodbye, is that part of it? Link to comment Share on other sites More sharing options...
Qui-Gon Glenn Posted January 27, 2012 Share Posted January 27, 2012 ^^^ Destroying an object is part of it! oGoodbye has nothing to do with it, other than that it is a placeholder used in a destroy NPC script, the one you posted in the script shack. Your script requests are way too vague. How do you want the player to exit? Fade to black, walk away, run away, scream in misery? Without more effort from you on describing what you want, why would someone take the time to help you? You are already creating work for someone, why make it harder for them to help you.... Link to comment Share on other sites More sharing options...
UltimateHK47 Posted January 27, 2012 Author Share Posted January 27, 2012 I mean, just a fade out. Ill try and be more specific A script to make an npc exit by fading out of view. Link to comment Share on other sites More sharing options...
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