Aller au contenu

Photo

Talk Triggers - Still Confused


  • Veuillez vous connecter pour répondre
6 réponses à ce sujet

#1
madsabroo

madsabroo
  • Members
  • 259 messages
I know this is going to sound amazingly noobish, so I apologize, but I'm still fuzzy on how to make a follower begin a conversation with the PC.  I have a mod with a new follower and I've made a plot and created flags with various important conversation milestones, but I'm not sure what script I need to make these triggered conversations happen.  I can't find anywhere that explains how to make certain complete conversations or plots make the NPC follower strike up a conversation with the PC.

Basically, I want the Follower to approach the PC at camp after X or Y has happened.

Any help at all or arrows to tutorials that can clarify would be incredibly appreciated.  Please help if you've got a moment. :)

#2
TimelordDC

TimelordDC
  • Members
  • 923 messages
Assuming this is an add-in to the single player campaign (or Awakening), I think triggered conversations are very difficult/risky to implement.

Triggered conversations are usually initiated using talk triggers, which are like regular triggers except that they can reference plots to start/not start conversations. Since triggers can't be created at run-time (using CreateObject), there is no way to introduce additional triggers into existing areas (a workaround to this is here )

If you want this to happen in camp, it is a little more difficult since followers don't move around in camps in which case the simpler solution is to trap the area_postload_exit event and play your cutscene there. Have a script that will fire the conversation for the follower at the end of the cutscene. This would mean you would have to override the area script.

It's late here so there might be a better way to do what I've outlined in the above paragraph. I'd suggest checking with the other follower-builders (ladydesire, DLAN_Immortality) to see how they've done such things.

#3
Proleric

Proleric
  • Members
  • 2 354 messages
Given the specific requirement to hold the conversation in camp, I'd change the area script for the camp so that on entry, if the conditions are right for conversation, the player is placed facing the follower.

Maybe you can start the conversation in the area script, too, but to be absolutely safe I'd use a trigger at the custom entry point (which would mean checking for the right conditions again in the trigger script).

This assumes that you'd never need more than one of these conversations per camp visit, and that it's vital for the conversation to happen asap.

#4
madsabroo

madsabroo
  • Members
  • 259 messages
This sounds above my pay grade, haha. I really don't want to screw up anything in the game - is there any easier, less risky way to do this, say like if the PC clicks on the Follower it will then trigger him to begin the conversation?



I am very, very beginner so I'm afraid I don't know how to trap things or make scripts from scratch. I'm really only going off of templates and what I can scratch together from reading over the forums and tutorials.



If it safer/possible to have the NPC say what I want right after the PC selects them? This seems like the best way to do it, since it would be ludicrous to make a bunch of extra areas/plots just to get him to initiate these conversations.

#5
Proleric

Proleric
  • Members
  • 2 354 messages
It would be easy to add a line to the follower's hiring conversation that only appears if your special condition is met - see conversation tutorial in the wiki, for example.

If the condition can occur after hiring, and needs to occur in conversation at camp, you can use the same technique, but then it will only happen if the player chooses to talk to the follower.

The approach I described earlier is very easy to implement if you have a basic knowledge of event scripting - but that's not for everyone, I guess.

#6
madsabroo

madsabroo
  • Members
  • 259 messages
I'll read over the event scripting in the wiki again and see if I can make it work. Thanks for your suggestion. :)

#7
madsabroo

madsabroo
  • Members
  • 259 messages
I think I get what you're saying about the custom entry point, but wouldn't that involve tampering with the camp area file? Or is there a way to duplicate it that will allow me to add those triggers without risking hurt to critical game files?