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NPC Creation - NPC Doesn't Show


LadyAryaStark90

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Hi all, I need a little help.

 

I have been using the tutorial posted by BravoOskar to create my own NPC. I have followed his instructions to a T and my character is not showing in the location in which I placed him. I have tried using both DefaultSandboxCurrentLocation256 and 1024. The first time I created an NPC it worked fine, but the proportions were off and there was a gap in the neck seam, so I added some mods to improve the look of male characters and started again.

 

I used the command in game 'help "Anthony"' and get the response in the first image in the link below.*** I will also include images of what I did in NPC editor. I've been trying a couple hours a day to figure out what I'm doing wrong and can't find anything so far online to help.

 

This is my first mod, so I am hoping I'm just doing something silly and easy to fix.

 

Thanks!

Genie

 

***Screenshots for reference(s) here.

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Go into the CK and firstly make sure your NPC is positioned properly in the render window above the ground so he doesn't fall through. Once you are sure he is placed properly double click on him in the render window where you placed him. A Reference window will now appear, in the top right corner you will see a number that looks like this (000f8946)P. This is the ID for that particular reference of your NPC so open up notepad or something and make a note of the number in the brackets. Make sure you get the reference ID in the top right and not the base ID in the centre as there is a huge difference. Whilst your in the reference window also make sure that "Initially Disabled" is unchecked.

 

Now go into the command console in game and type player.moveto followed by the number you noted down so it looks like this "player.moveto 000f8946" (without the quotes). You will now be placed right next to your NPC and now you know his location you will be able to track him down and start to figure out how he got there. Since you have placed him he has to be somewhere even if you end up falling into some kind of black hole.

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Go into the CK and firstly make sure your NPC is positioned properly in the render window above the ground so he doesn't fall through. Once you are sure he is placed properly double click on him in the render window where you placed him. A Reference window will now appear, in the top right corner you will see a number that looks like this (000f8946)P. This is the ID for that particular reference of your NPC so open up notepad or something and make a note of the number in the brackets. Make sure you get the reference ID in the top right and not the base ID in the centre as there is a huge difference. Whilst your in the reference window also make sure that "Initially Disabled" is unchecked.

 

Now go into the command console in game and type player.moveto followed by the number you noted down so it looks like this "player.moveto 000f8946" (without the quotes). You will now be placed right next to your NPC and now you know his location you will be able to track him down and start to figure out how he got there. Since you have placed him he has to be somewhere even if you end up falling into some kind of black hole.

 

Thank you. I just tried what you suggested and it reported that it wasn't a valid Object ID. Should I try a different location, or would that not cause an issue?

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Oh yea sorry I forgot because it's a mod and not part of the original game you need to take that number and change the first 2 numbers. If you open up Nexus Mod Manager and go to the plugins tab, next to each .esp plugin you will see 2 sets of numbers next to each activated plugin. The first pair of numbers next to your mod plugin (the load order) for your NPC is what you will need If you take the number you noted down before and replace the first 2 numbers at the beginning with the first 2 numbers from the load order next to your .esp plugin.

So for example one of my mods has an NPC with a reference ID of 03001827. I want to take the first 2 numbers 03001827 and replace with the number from the load order in Nexus Mod Manager which in my case was 22 so now the number for the ID I need to put in game is 22001827. See the pics below. So now in game I would put "player.moveto 22001827" instead of "player.moveto 03001827".

 


http://i41.tinypic.com/33mx0kw.jpg

http://i40.tinypic.com/28tkljn.jpg

 

 

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Oh yea sorry I forgot because it's a mod and not part of the original game you need to take that number and change the first 2 numbers. If you open up Nexus Mod Manager and go to the plugins tab, next to each .esp plugin you will see 2 sets of numbers next to each activated plugin. The first pair of numbers next to your mod plugin (the load order) for your NPC is what you will need If you take the number you noted down before and replace the first 2 numbers at the beginning with the first 2 numbers from the load order next to your .esp plugin.

 

So for example one of my mods has an NPC with a reference ID of 03001827. I want to take the first 2 numbers 03001827 and replace with the number from the load order in Nexus Mod Manager which in my case was 22 so now the number for the ID I need to put in game is 22001827. See the pics below. So now in game I would put "player.moveto 22001827" instead of "player.moveto 03001827".

 

 

 

http://i41.tinypic.com/33mx0kw.jpg

 

http://i40.tinypic.com/28tkljn.jpg

 

 

 

Okay, so when I started up Skyrim I didn't even load a game. I entered the command 'coc riverwoodseepinggiantinn' and homeboy was there. He finally was there for my main save file. However, when I talk to him, no conversation options open up. He just says some basic words and continues with whatever he is doing. Is this from not doing the AI right or relationship? (I'm sorry to ask so much. I just have worked on this so long that I am damn determined to get it up and running lol.)

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Well he won't say anything unless you tell him to say something. You need to give me more details. Is he a follower? Does he have his own custom dialogue (it can be voiced or unvoiced) or do you want him to use some existing game dialogue. If so which dialogue?

 

Which voice he uses is defined in the actor window in the CK and any dialogue lines he actually says is controlled via quests. When I say quests I am referring to the form type used in the CK which brings up the quest window but controls many things and not just the quests you play in game.

 

Anyway give me all the necessary details and I can probably help you as I happen to be doing a lot of advanced dialogue type stuff at the moment.

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Well he won't say anything unless you tell him to say something. You need to give me more details. Is he a follower? Does he have his own custom dialogue (it can be voiced or unvoiced) or do you want him to use some existing game dialogue. If so which dialogue?

 

Which voice he uses is defined in the actor window in the CK and any dialogue lines he actually says is controlled via quests. When I say quests I am referring to the form type used in the CK which brings up the quest window but controls many things and not just the quests you play in game.

 

Anyway give me all the necessary details and I can probably help you as I happen to be doing a lot of advanced dialogue type stuff at the moment.

 

Okay sweet. I want him to be a basic follower with all the dialogue any other follower from the original game has. Basically I wanted my own follower I could marry that fights/looks/acts the way I want. I don't want it overly complex. For voice I had selected "Commoner" just because of the way it sounded, but changing that to fit my needs doesn't bother me. Essentially I want to make him like the other followers found on NexusMods, etc.

 

I had assigned a voice in NPC Editor, not CK. All I did in CK is create the character and place him in the location Sleeping Giant Inn. Everything else I did was in NPCE and then cleaned it up in TESVSnip.

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Ok, in the CK open up the actor window by finding your actor in the object window and double clicking on the name. In the Disposition Base box set the value to 75. Go to the Factions tab and right click in the list and select new and choose "CurrentFollowerFaction". Do the same again to add another faction but this time choose "PotentialFollowerFaction" then add another and choose "PotentialMarriageFaction". Now click on the Rank column next to "CurrentFollowerFaction" and type in -1 for the value. Next go to the Relationships tab and right click on the list and select new and give a name for the relationship ID. Set the parent NPC as your follower and child NPC as Player then set relationship level to Ally and then hit ok. Now only certain voices work for followers so see here for which ones work: http://forums.nexusmods.com/index.php?/topic/964801-modder-reference-for-follower-voices/ and set one of them as the voice type which is under the traits tab.

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Ok, in the CK open up the actor window by finding your actor in the object window and double clicking on the name. In the Disposition Base box set the value to 75. Go to the Factions tab and right click in the list and select new and choose "CurrentFollowerFaction". Do the same again to add another faction but this time choose "PotentialFollowerFaction" then add another and choose "PotentialMarriageFaction". Now click on the Rank column next to "CurrentFollowerFaction" and type in -1 for the value. Next go to the Relationships tab and right click on the list and select new and give a name for the relationship ID. Set the parent NPC as your follower and child NPC as Player then set relationship level to Ally and then hit ok. Now only certain voices work for followers so see here for which ones work: http://forums.nexusmods.com/index.php?/topic/964801-modder-reference-for-follower-voices/ and set one of them as the voice type which is under the traits tab.

 

When I got to the part of your instructions of editing the relationship, I cannot find my follower's name or even just "Follower" under the Parent option. Ideas?

 

You're amazing, by the way.

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It will be the name of the actor you are currently editing in the CK. You may have assigned it a new name or left the name field blank in the actor window so you will need to fill it in and exit the actor window by hitting OK and go back into the actor window again so it registers the change properly.

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