Difference between revisions of "Category:Dialogue"

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* '''Difficulty:''' How hard the speech challenge will be.
* '''Difficulty:''' How hard the speech challenge will be.
* '''AV/Perk:''' The actor value or perk tagged to the speech challenge.  This is currently locked to "SKILL: AVSpeech" when Speech Challenge is checked (For choices that do not involve the Speech skill directly, such as "Science" or "Big Guns", these would simply be normal conditionalized choices that don't involve a die roll; if you had a high enough Science skill, you'd see the "[Science]" choice, otherwise you wouldn't). It's important to know that this field only controls the display. To make the info available or unavailable, you have to put in a matching condition.
* '''AV/Perk:''' The actor value or perk tagged to the speech challenge.  This is currently locked to "SKILL: AVSpeech" when Speech Challenge is checked (For choices that do not involve the Speech skill directly, such as "Science" or "Big Guns", these would simply be normal conditionalized choices that don't involve a die roll; if you had a high enough Science skill, you'd see the "[Science]" choice, otherwise you wouldn't). It's important to know that this field only controls the display. To make the info available or unavailable, you have to put in a matching condition.
** In ''Fallout: New Vegas'' the choice will not only include the chosen perk or value name but the required numerical level as well.  If the player meets this level, it will be displayed as a single number, e.g. "[Science 40]". If the player does not meet this level and a second response is available based on this, a set of numbers will be displayed, e.g. "[Science 37/40]".
* '''Speaker:''' Select an NPC. This will act like GetIsID when dialogue is exported -- only this NPC can say this line of dialogue.
* '''Speaker:''' Select an NPC. This will act like GetIsID when dialogue is exported -- only this NPC can say this line of dialogue.
* '''Sound:''' Select a TESSound. This will play ''instead of'' any voice that's also attached to the info.
* '''Sound:''' Select a TESSound. This will play ''instead of'' any voice that's also attached to the info.
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**'''Say Once:''' This info is only said once by any given actor. Once spoken, that actor will never say it again. However, a different actor that qualifies may say it.
**'''Say Once:''' This info is only said once by any given actor. Once spoken, that actor will never say it again. However, a different actor that qualifies may say it.
**'''Say Once a Day:''' If checked, this info will only be played once per "day" per actor. For example, you may want to have a barterer say, "Welcome to my shop" and then not repeat the same message until the next day. Note, if an info is conditioned to a faction, each of the members in the faction can say it once a day. The length of a day is set by the fSayOncePerDayInfoTimer gamesetting to be 12 hours.
**'''Say Once a Day:''' If checked, this info will only be played once per "day" per actor. For example, you may want to have a barterer say, "Welcome to my shop" and then not repeat the same message until the next day. Note, if an info is conditioned to a faction, each of the members in the faction can say it once a day. The length of a day is set by the fSayOncePerDayInfoTimer gamesetting to be 12 hours.
**'''Always Darken:'''
**'''Always Darken:''' Checking this flag will make the player prompt appear shaded out as if the option had already been selected once before.
**'''Info Refusal:'''
**'''Info Refusal:''' When this flag is checked, the player prompt will remain highlighted the next time it is displayed as opposed to shaded out, as is normally the case. This is especially useful when the the player prompt leads to several more dialogue options that the player may not have selected yet in a repeatable conversation.
**'''Goodbye:''' When this info is completed, the actor leaves dialogue.
**'''Goodbye:''' When this info is completed, the actor leaves dialogue.
**'''Random:''' If an actor qualifies for a Random info, it isn't said immediately. Instead the info is put on a stack. If the next info is also Random, it's put on the stack. The stack keeps building until an info that is not marked Random is found, or an info marked Random End is found. At that point one of the infos in the stack is selected randomly.
**'''Random:''' If an actor qualifies for a Random info, it isn't said immediately. Instead the info is put on a stack. If the next info is also Random, it's put on the stack. The stack keeps building until an info that is not marked Random is found, or an info marked Random End is found. At that point one of the infos in the stack is selected randomly.
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** '''From WAV:''' Synchronizes lip animation to .wav audio.
** '''From WAV:''' Synchronizes lip animation to .wav audio.
** '''From LTF:''' Use a lip animation created by hand (an LTF file).  Note: This is only relevant to Oblivion and is not verified yet for Fallout 3, but this feature (or similar functionality) is likely to be supported.
** '''From LTF:''' Use a lip animation created by hand (an LTF file).  Note: This is only relevant to Oblivion and is not verified yet for Fallout 3, but this feature (or similar functionality) is likely to be supported.
===Edit Response Order===
* Select an '''Info''' under '''Response Text''' and use the left/right arrow keys to move it up or down to control the order in which the responses are evaluated.
This will create an entry in the '''PNAM''' (Previous Info) field of a dialogue response which is viewable in FO3Edit or FNVEdit.
* Right Click an '''Info''' to Copy, Delete, Move to another Topic, Move to another Quest, or to view it's Use Info.
* Right Click a blank '''Info''' and select New to create a new '''Info'''.
===Edit Conditions===
* Select a condition in the '''Conditions''' box and use the left/right arrow keys to move it up or down into a specific order.
* Right click a condition to bring up the context menu to duplicate, delete, copy, copy all, or paste a condition or conditions.
===Edit Topic Links===
* Select a topic in the '''Choices''' box and use the left/right arrow keys to move it up or down to control the order in which the choices are displayed.
* Right Click to add, remove, copy or paste a topic choice.


=='''Filtered Dialogue Window'''==
=='''Filtered Dialogue Window'''==
The available dialogue for a particular actor can be seen by selecting the Dialogue button on the actor's form. This pulls up a Filtered Dialogue window that is very similar to the quest window. However, it contains only those topics and infos that they actor qualifies to say.
The available dialogue for a particular actor can be seen by selecting the Dialogue button on the actor's form. This pulls up a Filtered Dialogue window that is very similar to the quest window. However, it contains only those topics and infos that they actor qualifies to say.
==See also==
==See also==
* '''Crow`s Tutorial on Dialogue''' [ http://www.youtube.com/watch?v=mm_fF4VHhw4&feature=related]
* [http://www.youtube.com/watch?v=mm_fF4VHhw4&feature=related Crow`s Tutorial on Dialogue]
* [http://www.youtube.com/watch?v=NvQCChzifyQ Qenosa's Tutorial on Dialogue and NPC creation]
 
==Bugs==
The editor will sometimes crash when editing dialogue infos. This seems to happen on Windows Vista or Windows 7 systems with Realtek audio cards and appears driver-related. A simple workaround is to plug a mic, headphones or speakers into the mic port. For more information, see [http://wiki.tesnexus.com/index.php/Fixing_Realtek_driver_related_CS/GECK_crashes Fixing Realtek driver related CS/GECK crashes].
 
[[Category:Quests]]
[[Category:Quests]]
[[Category:Actor Behavior]]
[[Category:Actor Behavior]]
[[Category:Character]]
[[Category:Character]]
[[Category:Conditions]]
[[Category:Conditions]]
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