Kenshi
Requesting help with FCS Dialogue for mod
Hey there! I have a mod that I'm working on called "The Story of a Solemn Huntress" which includes missions and unique rewards for many of them, many unique recruits/ characters, and tons and tons of dialogue. The problem is... I've just a bit of a wall ;-;

The way I've been setting up these missions and related dialogue previously is by either using an item to initiate them and using many unlockable dialogue threads based on choices, or by using world states, but the issue is now that I can't seem to figure out how to base them on interactions between specific characters, without the use of an inventory item or world state. I have been trying to have the main protagonist, and other uniques for that matter, have their own dialogue threads depending on who they're speaking to (and the other way around) that are unique to them so that, for example, "Kate" won't have the same dialogue choices when talking to "Jim" as "Todd" talking to "Jim".

I've this to be something I just can't get around and I need to solve this in order to continue working and hopefully have the next bigger update by my next set goal 4/18/19 (my burfdayyy ^.^ gonna have some surprises in there as well if all goes well!).. can anyone help me by giving me some tips/ references on how to figure this out?

Thanks a bunch! <3

(omg if you read this all.. I'm so sorry.. I have such a motor mouth- it's so bad- I'm so sorry, thanks for reading xD)
Last edited by Mirrothehero; Apr 5, 2019 @ 9:30pm
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Showing 1-15 of 15 comments
Havie Apr 5, 2019 @ 9:36pm 
Only way i know how to do anything like this is by the use of silly custom items such as "letters" or "medals" inside a char inventory which you already know about.

Another way is by personality tags, a damn shame we can't add new personality tags.. only personalities that use the base ones. There are some personality tags that appear to be "unused" though. So you could test this. If that works, let me know! Im curious
Shidan Apr 6, 2019 @ 12:02am 
Sounds like you could make use of the custom triggers trick using faction relations and world states. Essentially it allows you to make world states that trigger exclusively through dialog, so you can choose exactly when to flip them.

I've actually got an image buried around I once used to help someone make one as an example, with all the important bits circled and pointed out. https://cdn.discordapp.com/attachments/438495548119580698/563981082404454401/Chad.PNG

Let me know if you need some more explanation. :)
Mirrothehero Apr 6, 2019 @ 12:47am 
Originally posted by Havie:
Only way i know how to do anything like this is by the use of silly custom items such as "letters" or "medals" inside a char inventory which you already know about.

Another way is by personality tags, a damn shame we can't add new personality tags.. only personalities that use the base ones. There are some personality tags that appear to be "unused" though. So you could test this. If that works, let me know! Im curious

I totally forgot about using those! I'll try it but I think that would involve making my dialogue less specific or changing some of the tags for the other characters from FCS around.. but I'll try it out, thanks for the reminder! <3
Mirrothehero Apr 6, 2019 @ 12:51am 
Originally posted by Shidan:
Sounds like you could make use of the custom triggers trick using faction relations and world states. Essentially it allows you to make world states that trigger exclusively through dialog, so you can choose exactly when to flip them.

I've actually got an image buried around I once used to help someone make one as an example, with all the important bits circled and pointed out. https://cdn.discordapp.com/attachments/438495548119580698/563981082404454401/Chad.PNG

Let me know if you need some more explanation. :)

I'm just the sliiiightest bit slow ;-; would you mind going a bit in depth on how this works? It seeeems like you obviously use states as conditions to trigger certain dialogue threads but then it switches with another set of dialogue? In theory it kind of makes sense but I also seem to be confused lol I'm so sorry ;-;
Shidan Apr 6, 2019 @ 3:07am 
You use them as a custom trigger for whatever you want.

Basically you can make the player an ally with the faction whenever you want the world state to return as true. So you can use it for all sorts of custom flags to basically say "the player has done this thing" or "the player has had this conversation" and all that.

The example screenshot I posted was to help someone set up some dialog where if a certain character (Chad in that case) had been recruited, it triggered a world state that caused another completely separate character to become hostile on sight.

So I added a grant relations effect on the line where "Chad" is recruited, in order to flip the world state. And a condition that checks the world state on the dialog for the other character to check if it had been flipped or not. But you could in theory use this for any number of flags or checks. For example, to do a mission style thing, or track player choices in conversations for future references.

For missions you can like add relations on the line that starts the mission, which in turn triggers a world state that has effects related to said mission (for example, triggering an override in a location, spawning some special enemies), and then at the end of the mission in dialog you could add relations to another faction to mark the mission as completed.

For choice tracking you could make three separate choices (and 3 factions with world states to track it), and when the player picks one you add relations to that faction to flip its world state. You could then easily in a later conversation run a world state check to see which choice the player made during that conversation, and have the dialog change accordingly.

And no worries, I'm happy to help. :)
Havie Apr 6, 2019 @ 11:11am 
This is very interesting Shidan.

So you could essentially make a couple dummy factions, and use their relations with the player to unlock different things, then diags are really easy to change a relation with that dummy faction thus changing world states.

So long story short this is a work around for world states being changed directly by conversation. which is currently impossible.


Neat.

How does this work if the dummy faction isnt spawned or alive tho?
Shidan Apr 6, 2019 @ 6:06pm 
It works perfectly fine with the dummy faction not actually existing in the world, in fact that's how it should be done to prevent the player from altering relations in any way besides the dialog.

And with the faction marked as "not real" it will never appear in the faction relations list, preventing it from cluttering the place up with them.
Havie Apr 6, 2019 @ 6:32pm 
Hmm so "not real" was intended for this use but the player will still get the pop up " Player now allied with XXX faction" ?
Shidan Apr 6, 2019 @ 6:43pm 
It wasn't actually intended for this, but rather to hide factions that weren't really "factions" per say, like wildlife and the like. But it works, so.

And yes, they will still get the pop up, nothing can be done about that.
Monkworm May 17, 2019 @ 6:40pm 
@Havie
If you just want John* to have different options than Jane*. There is an option for that. Select the Dialogue Line for John* (make sure you're editing and not just viewing from Dpackage). In the far top right corner there is a drop down with a 'is character' in it. Select and find John*. If you assign only one, then no others will have the option even show up during gameplay. 2 means just those 2, and so on. It's worked for my characters that I've used it on so far.
Zheyron May 18, 2019 @ 6:25am 
You can check out my Martial Village Mod dialogues, it uses a lot the faction relationship or faction ranks flags to trigger conversations for a quest line I made.
Another thing that occurs to me is to use 'unique characters' to trigger conversations. There you can use the "AND" condition and use the option "is character" that will bring you a list of unique characters like beep or Agnu. So if said character is the interjection or the necessary entity to trigger the branch dialogues, it won't be used by someone else.
A broader option to 'is character' is to use the has character 'dialogue package' option. That essentially means that any character having that dialogue package' will trigger the conversation. And it can even be a 'dummy dialogue package' that you create, assigned to any character, not necessarily a unique character.
Last edited by Zheyron; May 18, 2019 @ 6:31am
Monkworm May 18, 2019 @ 7:11am 
@zheyron
The Martial Village mod is great!..

Quick Dialogue question for in-game: If I find my Recruit, talk and have him join squad. How do I assign, or just make appear, extra Dialogue to him for after Join_Squad_Fast procs? The last one i tested was Condition: In_Player_Town. I'll take a look at the M. Village mod later today.
Zheyron May 18, 2019 @ 7:35am 
Thank you Monkworm!
There are two kind of packages you can assign a character, one is the normal package and the other one is the player dialogue package. If you for e.g. check beep's assigned packages you will understand what I mean.
Player dialogue package means that all the dialogues contained will be triggered only when the NPC is recruited by the player, plus the conditions for each trigger (weather, lost limbs, being healed, etc.) Therefore you can assign there the 'extra' dialogues you want to trigger once the NPC is recruited.
Last edited by Zheyron; May 18, 2019 @ 7:40am
Monkworm May 18, 2019 @ 9:27am 
That's what I originally tried. Since then I've tested 4 variations, some with other Conditions. Can't get it to work. I'll check beep again tho. Might have missed something
Monkworm May 19, 2019 @ 1:49am 
So I'm uploading the HK-47 Recruit Mod. It requires HK_Droid_Races_(kotor) Mod to work. If you have a chance, take a look at DialoguePlayerPkg>HK-47_(basic intro). In there is the EV_player_talk_to_me Dialogue I added. HK-47(BasicIntro-x4). I actually had the 'inheritsFrom' set up similar to a few of your Monks, but still no luck. I just want to have conversations with HK-47, while in my town or, anywhere really. Basically similar to KOTOR/Mass Effect. Like if Bodhisattva Subaru was Recruited(not hired) by *PlayerCharacter1*, and when the Player makes/gets to Player_Base/Town, Subaru-sama's Speech Bubble will appear and can have Dialogue still with *PC1*. I would like to make the triggers similar to: In_non-player base/town, and/or, In_player base/town.
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Date Posted: Apr 5, 2019 @ 9:29pm
Posts: 15