N-DReW25 1,336 Posted February 27, 2019 I am trying to make it so that as soon as the player character enters a certain module it instantly begins a conversation with an NPC. What scripts would I need to do this and will I need to edit the .are file for this to work as I suspect? Quote Share this post Link to post Share on other sites
DarthParametric 3,784 Posted February 27, 2019 Your two choices are editing the module's OnEnter, or placing a trigger over the entry point and having it fire a script. Either way you'll likely need to account for multiple re-entries, unless it is a one and done custom module. You wouldn't edit the ARE whatever way you do it, but adding a trigger would require editing the GIT. What is the specific nature of your mod? Quote Share this post Link to post Share on other sites
N-DReW25 1,336 Posted February 27, 2019 2 hours ago, DarthParametric said: Your two choices are editing the module's OnEnter, or placing a trigger over the entry point and having it fire a script. Either way you'll likely need to account for multiple re-entries, unless it is a one and done custom module. You wouldn't edit the ARE whatever way you do it, but adding a trigger would require editing the GIT. What is the specific nature of your mod? So I start off in the Ebon Hawk in TSL. Once a dialogue finishes I have a script to warp me to a new module which is a copy of 301nar but isn't actually 301nar. Upon entering the module I will have a dialogue start immediately and once that dialogue ends again will the player be teleported to another module. Quote Share this post Link to post Share on other sites
DarthParametric 3,784 Posted February 27, 2019 And do they ever return to Not301NAR? If they don't, then the OnEnter can handle it very simply. Quote Share this post Link to post Share on other sites
N-DReW25 1,336 Posted February 27, 2019 25 minutes ago, DarthParametric said: And do they ever return to Not301NAR? If they don't, then the OnEnter can handle it very simply. No, they don't return. It is merely used for a cutscene. Quote Share this post Link to post Share on other sites
DarthParametric 3,784 Posted February 27, 2019 Then your OnEnter would probably be something like this, assuming you have an NPC with a DLG attached: void main() { AssignCommand(GetObjectByTag("NPC_TAG_HERE", 0), ActionStartConversation(GetFirstPC(), "", 0, 0, 0, "", "", "", "", "", "")); } Quote Share this post Link to post Share on other sites
N-DReW25 1,336 Posted February 28, 2019 23 hours ago, DarthParametric said: Then your OnEnter would probably be something like this, assuming you have an NPC with a DLG attached: void main() { AssignCommand(GetObjectByTag("NPC_TAG_HERE", 0), ActionStartConversation(GetFirstPC(), "", 0, 0, 0, "", "", "", "", "", "")); } Without sounding like a complete idiot "Once I have this new script where do I put it in order for it to work?". The only place I can find an "OnEnter" field which seems logical is inside the .are file but as you've said that isn't it. Quote Share this post Link to post Share on other sites
DarthParametric 3,784 Posted February 28, 2019 I was operating on the assumption that you already had a fully functioning module. But if you are starting from a completely blank slate, then yes, you'll need to add your OnEnter to the ARE. Quote Share this post Link to post Share on other sites