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Quest mod breaks all idle NPC dialogue


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I have a mod (Mouse's Manuscript) that I published, but I'm realizing that it breaks ALL idle dialogue from NPCs. They just stand and stare at the player when you press E on them, nothing more unless they have a quest to give. ALL NPCs are this way with my mod enabled.

 

I've generated LIP files via the older CK, but that didn't fix it. I'm frustrated and nearing my wits end. It shouldn't behave like this, but I don't know what's causing it to bork the whole game like this.

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Probably you have a hello/greeting that doesn't have the appropriate conditions to keep it only for the NPC in which you meant to use them. Enable the subtitles, if that's the case you'll know what hello/greeting it is.

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Probably you have a hello/greeting that doesn't have the appropriate conditions to keep it only for the NPC in which you meant to use them. Enable the subtitles, if that's the case you'll know what hello/greeting it is.

 

I play with subtitles on. The NPCs just stare at me while the subtitles show up for the NPC I made.

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I play with subtitles on. The NPCs just stare at me while the subtitles show up for the NPC I made.

 

 

then you need to find the line in the misc tab of your quest, and add a condition , for example

 

subject IsAliasRef yourNpcAlias == 1

 

or you can check for the base actor instead (alias is recommended tho)

 

subject GetIsId yourActorNpc == 1

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I play with subtitles on. The NPCs just stare at me while the subtitles show up for the NPC I made.

 

 

then you need to find the line in the misc tab of your quest, and add a condition , for example

 

subject IsAliasRef yourNpcAlias == 1

 

or you can check for the base actor instead (alias is recommended tho)

 

subject GetIsId yourActorNpc == 1

 

 

I went with the second option because "IsAliasRef" wasn't an option I could see. I also just set the conditions of "GetStage" and "GetIsID" to what they needed to be, but for every piece of dialogue the NPC says. That's what I was supposed to do, right?

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