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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'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 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
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 ;-;
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. :)
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?
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.
And yes, they will still get the pop up, nothing can be done about that.
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.
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.
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.
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.