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Posts posted by CourtAppointedSawyer
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I want to add more idle dialogue to npcs to add more variety. The problem I'm having is that even with the random tag on the dialogue the npcs still only really say the top 5 or so topics under their greetings. Is there maybe another mod that allows truly random greeting choice or a way to make npcs not actually prioritise any greeting?
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To clarify I'm trying to remove the item upon the end of a dialogue option through the script end. I've tried VFSSergio.additem 0014D2A7 1, with just about every combination i can think of VFSSergio Sergio VFSSergioREF etc. It's just Sergio specifically for whatever reason I cannot interact with whatsoever in scripts
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I'm trying to run a script end with a dialogue with Sergio in the geck, the problem is I cannot figure out why I can't specify him specifially with any commands. I'm trying to add/remove Figaro from his inventory. I've tried VFSSergioREF and SergioREF and every other combination imaginable. Through the same script VFSPacer will work and I can add/remove it from pacer with the same script, but for whatever reason Sergio specifically just will not work. I feel like his name or reference ID is incorrectly listed but I can't figure out the right identifier.

Removing a model from NPC using geck
in GECK and Modders
Posted
So I'm trying to remove PrimmSlims hat using a dialogue script and I can't tell what the issue is or how I'm meant to be doing it. I'm using the format from the GeckWiki so the script is:
AttachModel PrimmSlimREF 2 "cowboyhat|*_SNIG*armor\headgear\cowboyhat\CowboyHat.nif"
I've also tried:
AttachModel PrimmSlimREF 2 "Bip01 Head|*_SNIG*armor\headgear\cowboyhat\CowboyHat.nif"
I'm using nvse geck with JIP or at least I think I am. So I can't workout whether the problem is my script or something else