I just noticed something. You can't communicate with the Non-Story driven NPCs (guys with default text) if your current objective is a "Complete All" set. Once you solve the all elements of the actual "Complete All" set (new single objective is in place), you can talk to them again. Odd.
BTW you can't talk to then after you completed the mission.
I just noticed something. You can't communicate with the Non-Story driven NPCs (guys with default text) if your current objective is a "Complete All" set. Once you solve the all elements of the actual "Complete All" set (new single objective is in place), you can talk to them again. Odd.
BTW you can't talk to then after you completed the mission.
Yeah, it seems like their default text only works in-between objectives when they don't have any talk objectives assigned on them.
E.g. in my mission I had an objective to talk to three NPCs. They all have default text on them, but that doesn't show until after you finish talking to them all first and complete that talk objective. Then when the next objective is something like interact with object - something totally unrelated to those NPCs, their default text is available.
This bug can be used to block and allow NPCs to give out text info in the following manner:
I made a setup that NPCs won't talk to you until you heal an injured person. To that end, I made every story action Complete All. One is the actual interraction, the other is a reach marker, placed exactly under the interraction. The last double action was the heal interraction. After that, all the NPCs started to talk to you using their default text. Easy, simple and can act as a way to carry the story from one point to the other.
This bug can be used to block and allow NPCs to give out text info in the following manner:
I made a setup that NPCs won't talk to you until you heal an injured person. To that end, I made every story action Complete All. One is the actual interraction, the other is a reach marker, placed exactly under the interraction. The last double action was the heal interraction. After that, all the NPCs started to talk to you using their default text. Easy, simple and can act as a way to carry the story from one point to the other.
Yeah, that's how I used it too. I have a complete all where you go around saving people and once you kill all the enemies, then all of their default text activates and everyone says thanks if you optionally click on them.
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Yeah, it seems like their default text only works in-between objectives when they don't have any talk objectives assigned on them.
E.g. in my mission I had an objective to talk to three NPCs. They all have default text on them, but that doesn't show until after you finish talking to them all first and complete that talk objective. Then when the next objective is something like interact with object - something totally unrelated to those NPCs, their default text is available.
I made a setup that NPCs won't talk to you until you heal an injured person. To that end, I made every story action Complete All. One is the actual interraction, the other is a reach marker, placed exactly under the interraction. The last double action was the heal interraction. After that, all the NPCs started to talk to you using their default text. Easy, simple and can act as a way to carry the story from one point to the other.
Yeah, that's how I used it too. I have a complete all where you go around saving people and once you kill all the enemies, then all of their default text activates and everyone says thanks if you optionally click on them.