Talk:How do you set up a scripted conversation between two or more NPCs?

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Self Conversation Problems[edit source]

I have been trying to get an npc to have a one way conversation with another npc, basically only he talks and the other listens. I thought I could solve this on my own but after 3 days straight I am in desperate need of help.

I am pretty sure all I have done is correct, but when he goes to talk he seems to skip lines or sometimes don't talk at all, it seems to happen randomly, sometimes he says a few lines and skips some, sometimes he says other lines and skips others...

It doesn't seem like npc conversation is a popular topic here in the wiki and I cannot find any tutorials on it. I hope someone can help.

This is what I have done in the Conversation tab:

Added a HELLO topic. Added the first line of dialog, checked say once, getisid npc1, getisid on target npc2, linked to topic1, changed next speaker to self.

Added a topic1 topic. Added the second line of dialog, checked say once, getisid npc1, getisid on target npc2, linked to topic2, linked from HELLO, changed next speaker to self.

Added a topic2 topic. Added the third line of dialog, checked say once, getisid npc1, getisid on target npc2, linked to topic3, linked from topic1, changed next speaker to self.

Added a topic3 topic. Added the fourth line of dialog, checked say once, checked goodbye, getisid npc1, getisid on target npc2, linked from topic2, changed next speaker to self.

Logically that looks perfectly correct to me, but its not working properly and the npc keeps skipping lines of dialog, any ideas what the problem is? :--Mightylink

The linked topic entries seem to only apply when you are using StartConversation with another NPC as the target. When used with Say or SayTo functions, you will need to call each dialogue individually from an external script such as a quest script. Additionally, conversations may just not work in a 1 way manner like you are wanting, which is why there are several grunting, agreeing, type conversations. What you might need to do is either set it up like a SayTo conversation and prepare idle animations to make them look like they are in conversation, or link to/from intermediary dialogues so that the same actor isn't speaking twice. --Vagrant0 20:06, 3 August 2009 (EDT)