View Full Version : Conversation question


Daed
Sat, 20th Dec '03, 4:38pm
I have some problems about conversation, when i make a basic conversation using nFirstTimeTalked,so that the second time i go speak with an npc,he starts from the second part of the conversation,that's ok,but I noticed that when I go speak with Another NPC with the same kind of conversation, he starts talking with the second part of his own conversation,so I'm forced to use nSecondTimeTalked on the last NPC conversation,but doing this way,I'm forced to talk First with the first NPC,then with the second,if I do the opposite the First NPC starts talking with the second part of conversation.. so the question is,there is some way that make conversation work right even if I start talking to any NPC I want without a specificorder ?

Alavin
Sat, 20th Dec '03, 6:36pm
Set variables for talking. At the end of the first chain, use the script wizard under Actions Taken, and select the variable option. Put a name in, then the number 1 in the number field.

At the beginning of the next chain, use the wizard under Text Appears When, put in the same name as for the first, and the number 1. Make sure that the chains are in order - ie the ones requiring the variable to be higher are higher in the screen, and the one requiring none is at the bottom. For higher numbers of chains, set the variable at the end of the preceeding chain.

I *think* that makes sense...

Daed
Sat, 20th Dec '03, 7:11pm
Yeah Alavin, maybe I got it, I think my prob was that I Use nFirstTimeTalked {text appears,action taked} for ALL of my NPC, so the module "thought" that it was always the same NPC,now I tryed with 2 new NPC ,the first is variable = addas 1 ,the second NPC is varible = asdasd 1 ,and now the conversation works right,I'll go edit others NPC conversation,Thanx again for the tip m8 :cool:

ArtEChoke
Sun, 4th Jan '04, 9:21pm
I'm going through this one right now...

Let me get this straight... I have to make the same two scripts over and over for each NPC?

I'm afraid this is going to turn into an organizational nightmare.

EDIT: Nevermind, I figured out that you can alter the nwnscript wizards code to store the variable on the NPC rather than on the PC. So the same script can be used for every NPC now, and it still works correctly.

[ January 04, 2004, 23:29: Message edited by: ArtEChoke ]

Blackthorne TA
Sun, 4th Jan '04, 11:55pm
Storing the variable on the NPC is not quite the same.

If your module is for a single player (or a single party) that will work fine.

However, if you use a single NPC-stored variable for a multi-player module, only the first person to talk to the NPC will get the first dialog.