ESM::Faction::mData.mRankData.mFactionReputationZini wrote:According to MSfD 02 Rank Requirements also checks the faction reputation. Where the heck do I find the faction reputation requirement for a rank? There is nothing in the ESX data structures.
NPC dialogues
Re: NPC dialogues
Re: NPC dialogues
google give me this, but I have no idea from where they collected these numbers.Zini wrote:According to MSfD 02 Rank Requirements also checks the faction reputation. Where the heck do I find the faction reputation requirement for a rank? There is nothing in the ESX data structures.
http://elderscrolls.wikia.com/wiki/Factions_(Morrowind)
Re: NPC dialogues
I do not see such a member in RankData:ESM::Faction::RankData::mFactionReputation
Code: Select all
struct RankData
{
int mAttribute1, mAttribute2; // Attribute level
int mSkill1, mSkill2; // Skill level (faction skills given in
// skillID below.) You need one skill at
// level 'skill1' and two skills at level
// 'skill2' to advance to this rank.
int mFactReaction; // Reaction from faction members
};
Re: NPC dialogues
Misspelled it, but it is what you're looking for (mFactReaction).Zini wrote:I do not see such a member in RankData
Re: NPC dialogues
PC Health returns the PC's current health, not Max Health. Just tested it.
Re: NPC dialogues
These are the ones I'm not sure about.62 Attacked
65 Creature Target
71 Should Attack
62 could be the PC attacked the target NPC, that makes the most sense, like you said. This should be easy to test by attacking and then calming an NPC.
More likely, 62 Attacked mirrors the script function "getAttacked" which returns a Boolean value relating to the NPC's status of having ever been attacked. 1 for yes, 0 for no.
65, I have no idea.
71 could have something to do with being in a state with a disposition low enough to attack, but then why not run a disposition check instead? Probably more going on here.
Btw, Friend Hit is in MSfD.
Re: NPC dialogues
Update: 57 of the 78 filter functions are functional now. And I also finished the dialogue manager clean up.
Re: NPC dialogues
Perhaps if the NPC is in combat with the player. Like guards when they're going to confront you for a crime.Greendogo wrote:71 could have something to do with being in a state with a disposition low enough to attack, but then why not run a disposition check instead? Probably more going on here.
Re: NPC dialogues
I wish there was a way to search the dialogue topics by their filters. That would make determining the use of the filters easier.
Alas, there are thousands of topics, and it seems these unknown ones aren't used very often.
Alas, there are thousands of topics, and it seems these unknown ones aren't used very often.
Re: NPC dialogues
First a correction: The total number of function filters is 72, not 78.
The remaining unimplemented functions are:
0 Rank Low
1 Rank High
3 Reputation
47 Faction Rank Diff
48 Detected
49 Alarmed
59 Weather
62 Attacked
65 Creature Target
71 Should Attack
For these I have either no data, guesses or insufficient data. Any help welcome.
Anyway, at this point what is missing from quest functionality are mostly script functions used in the script section of the dialogues. For the near future I will focus on adding a few more of these.
The remaining unimplemented functions are:
0 Rank Low
1 Rank High
3 Reputation
47 Faction Rank Diff
48 Detected
49 Alarmed
59 Weather
62 Attacked
65 Creature Target
71 Should Attack
For these I have either no data, guesses or insufficient data. Any help welcome.
Anyway, at this point what is missing from quest functionality are mostly script functions used in the script section of the dialogues. For the near future I will focus on adding a few more of these.