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Dialogue, conditions, and timing


NellSpeed
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So I've finally got some spare time to game again-- which means that I'm burning it all up playing with the Construction Set!

I'm working on a CM companion with lots of custom player-initiated dialogue, much of it relating to what's going on in-game (quest-based, player-specific comments, location-based, etc). I've got much of the MQ commentary done, and a small slice of the city-based quests. I think I've got a handle on how to check for quest status (took me half a day to sort out GetStage and GetStageDone, and I still have a feeling I'm missing something), but I'm having a bit of a struggle handling fine-tuning the timing.

Early on in the relationship, the lines are fairly generic. To keep the player from "hearing" the same 2-6 lines over and over and OVER again, I'd like to set some of them to only repeat once or twice a day. Secondly, I'd like to make sure the PC has traveled with the NPC for a while before the NPC makes a pass at him/her.

I've played with GetSecondsPassed, GameDaysPassed, and GetPCMiscStat-- using the Conditions dropdown-- but can't get the right combination of factors. It isn't totally necessary, since GetDayofWeek is a decent workaround; but I probably ought to learn how to attach scripts to individual lines of dialogue. Unless... well, it can't be done?

(The NPC, for the record, started out as a sort of Fallout 3 import NPC, and has morphed into a much more lore-friendly, if no less lecherous, companion. First incarnation image here.)

Thanks for reading!

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I wish I had some answers for you, NellSpeed, especially since I'm a fan of companion mods in general, and I think I know what FO3 companion mod influenced this :). I'd love to help in any way I can. Unfortunately, scripting is not one of those ways. So instead, I will wish you luck!

I might also suggest having a look at Emma's Companion Vilja. She has a lot of "flavor" dialog, and maybe there's something in there that will point the way. Besides, it's a very fine mod! :lol:

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I wish I had some answers for you, NellSpeed, especially since I'm a fan of companion mods in general, and I think I know what FO3 companion mod influenced this :lol:. I'd love to help in any way I can. Unfortunately, scripting is not one of those ways. So instead, I will wish you luck!

I might also suggest having a look at Emma's Companion Vilja. She has a lot of "flavor" dialog, and maybe there's something in there that will point the way. Besides, it's a very fine mod! :(

If you're thinking it's the one you aided & abetted on, you'd be right! :) I downloaded Dante on a whim, tweaked his appearance a bit-- then couldn't get along without him! It doesn't make a bit of sense; IRL, he'd get kneecapped for the constant chauvinistic comments. In FO3, he's just incredibly goofy.

I'm actually making some fairly big changes in this companion-- a beta tester pointed out that tonally, Dante's attitude doesn't quite work. I've re-written him to be lore-friendly, and for now, I've removed all the explicit dialogue until I figure out how to handle it. I've got most of the MQ polished, and the Guild quests are written and waiting to be put in.

If you (or anyone) would like to beta him, just to see how well or badly he works, I can post the link to what is now a PG-13 version.

I'm downloading both Vilja & Baddy as I speak-- you're right about learning from others. Thanks!

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I feel the same way about Dante! I'd totally kick him in the jewels in real life, but he was a total hoot in the Capitol Wasteland. That's why I wrangled my husband into re-voicing him. :) It was a lot of fun.

Anyway, I'd love to test him out. Please send me the link when you have the time, and thank you! A male companion for Oblivion... not many of those. I'm overjoyed. :lol:

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Valtierro Beta - PG13 for language-- nothing you wouldn't hear on regular TV. He comes with some standard equipment, and has also a book that tells his background.

All dialogue is player-initiated; if you don't want to listen to his thoughts, don't click on the convo topics and he won't butt in. At this point, some of his comments are one-shots, and will trigger ONLY while a quest is in process; others will trigger after a quest is complete, and I've tried to avoid anything that suggests he either was or was not present (I'm glad that such and such happened to so and so, instead of I'm glad we did such and such to so and so, etc.) You can click through all the options right away, or string them out over time. At the moment, there are almost no non-MQ quest comments.

The option to turn on flirts may appear right away, or may not show up for a few days, depending on when you acquire him. I haven't figured out the timer script yet, although I DID suddenly realize that you don't attach scripts to dialogue-- you CALL them! I'm still working on the details, though.

Finally-- and this may be a deal-breaker-- Valtierro is a CM companion. I'm desperately hoping I haven't broken any CM scripting, but I made sure to condition any changes, so it should be okay.

valtierro_bv2.png

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Just a heads up that I finally got this installed and good to go (had to undo some of the damage my own little pet project introduced into the game before adding any new goodies..hehe)! Anyhoo. I hope to get some actual playtime in over the weekend, after I finish up my recording. :fun:

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Just a heads up that I finally got this installed and good to go (had to undo some of the damage my own little pet project introduced into the game before adding any new goodies..hehe)! Anyhoo. I hope to get some actual playtime in over the weekend, after I finish up my recording. :fun:

If you wait another 12 hours or so, I'll have an improved version ready-- comments for guildquests, extra quests, some streamlining, and a makeover. It also occurred to me that a quest might be fun and fairly basic, if I keep it small-- and if I'm going to do THAT, I may as well go on and do a romance sub-plot. Time for a WIP thread, perhaps.

And isn't it kind of a downer that you only have enough time, sometimes, to either mod or play? And sorry to hear your "pet" decided to bite the hand that mods it!

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