Dialogue Package
Jump to navigation
Jump to search
The Dialogue Package is used to get NPCs to engage in a specific conversation with the player or another NPC.
Package Specific Data[edit | edit source]
- Target: The target is the actor to engage in dialogue with.
- Activate Distance: Determines how close to the target does the actor need to be before initiating dialogue. The standard distance is 150, as defined in the iActivatePickLength game setting.
- Dialogue Type:
- Conversation: Normal conversation between two NPCs; if the target is the player, the NPC will force-greet the player.
- Say To: The NPC will say a single line of spoken dialogue to the target (NPC or player) without engaging in a conversation (NPC) or going into the dialogue menu (player)
- Do Not Control Target Movement: The target of the package will continue to perform the actions of his current package while he is in dialogue with the actor (e.g. he can continue to wander around the room while speaking). If this is NOT checked:
- If the package has a Trigger Location, the target will walk towards that location when the dialogue package starts.
- If the package has no Trigger Location, the target will stand still and wait for the actor to reach the activation distance.
- No HeadTracking: Speaker and target will not be forced to look at each other by the package but will use normal headtracking behavior.
- FOV: Only used if the target is the player -- this specifies the dialogue Menu zoom. The value is the angle, in degrees, of the Field Of View. The default value for widescreen is 75. Smaller values will zoom in further. Larger values should not be used.
- Topic: If selected, this is the initial topic of the conversation between two NPCs (exactly the same as the topic parameter of StartConversation), or the topic used in a Say To dialogue package.
- Wait Location: If checked, the actor moves to the location when the package starts. If there is a Trigger Location (see below), the actor waits at the Wait Location until the target enters the Trigger Location; otherwise, as soon as the actor reaches the Wait Location it begins moving towards the target.
- Radius: The actor will wander within that radius while waiting.
- Trigger Location: If specified, this is where the target must be to trigger the actor to begin moving towards the target to initiate dialogue. If not specified, the actor will begin moving towards the target after reaching the Wait Location (if any).
- Radius: When the target gets this close to the trigger reference, the actor will begin moving toward the target to initiate dialogue.
Flags[edit | edit source]
- Must reach location: Once Dialogue package has started, actor must reach the Location before the package can reevaluate.
- Must Complete: Dialogue package will not reevaluate until actor has engaged in dialogue with the target.
Behavior[edit | edit source]
When the package starts: The actor will move to the Wait Location (if any) when the package begins. Once the actor reaches the location:
- If a Trigger Location is specified, the actor will stay at the Wait Location until the target enters the Trigger Location, at which point the actor will begin moving towards the target. When the actor reaches the Activate Distance, it will engage in conversation with the target (or dialogue, if the target is the player).
- If no Trigger Location is specified, the actor will immediately being moving towards the target. When the actor reaches the Activate Distance, it will engage in dialogue with the target.
Bugs[edit | edit source]
- The Fallout: New Vegas GECK exhibits a critical bug when handling Dialogue Packages. Although it is possible to create a working Dialogue Package which uses a Trigger Location, the data will only remain intact when the ESP file is initially saved. Any further modifications to the ESP file, including modifications made to records other than the Dialogue Package, will remove the Trigger Location field entirely.