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Cynster

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Everything posted by Cynster

  1. Yep - that's what I did. Every topic she has her own voice recorded thing to say, unique to her NPC - and I used the same sorts of values as the others in each topic. There's something else I think that needs to be set to allow her voice type to be a follower, but I have no idea what. For example, the "Follow me" dialog - she has that. It just never shows up for her in game. And I know she is a follower because I was using the follower overhaul at one point and she got that default "you know" dialog option that all followers get. So she really is a follower -- she just doesn't follow correctly or have the dialogue showing up - unless I change her voice type.
  2. I'd like to request a tutorial on followers with custom voice acting, assuming you know how to make followers and add a new voice type/dialogue - just what needs to be set and where. I have googled it and I can't find anything at all.
  3. I added it to both "VoicesFollowerNeutral" and "VoicesFollowerAll" and added topic info responses with the same settings as everything else.
  4. Okay - I solved it. If you have a unique voiced character it looks like you can't use the follower faction (until I guess I find a way to add it - even adding it to the form list doesn't work) - But you can use the PlayerFollower and script/package your way to following. If anyone wants to have a follower with a unique voice - check out Esbern as a starting point. He has various followPlayer packages, and the quest sets his followPlayer status and removes it. With help between DizzasterJuice and Esbern's properties this is how I got there: In your quest, when you are asking your player to follow you - pick a stage where they start to follow you. In that stage, add a papyrus fragment and input [variables] instead of the brackets: Actor [variable for your actor] = Alias_[Quest Aliases variable for your actor].AddToFaction(PlayerFollowerFaction) [variable for your actor].SetRelationshipRank(Game.GetPlayer(),2) * Add a property Faction:PlayerFollowerFaction ----- In your dialogue, find the topic where you ask him/her to follow you and add a papyrus fragment, where xx is the state number that you added your follower scripts to: GetOwningQuest().SetStage(xx) The thing I need to solve is getting the follower text to work - she follows, but indefinitely. I'd like to be able to tell her to wait, but since she is following as a player follower and not a current follower, she isn't using the follower dialogue.. I could hard-code it of course - and maybe that's what I have to do. So if someone is wanting to do that, just keep doing the topics like you did the first, but removing them from player follow, etc.
  5. I am making a new voice type. Thanks! I will try that. Thank you so much for your help! EDIT: I am in the faction window for the follower faction, but I don't see where you can add voice types. Where would I add it? Thanks so much for your help :) I've double checked that everything in my dialogue matches the follower dialogue - the only thing now is adding my voice to that faction (where I'm not seeing where you would do that.) and also getting her to actually follow me. I can tell her to stop following me with the script you gave me - but that's it.
  6. So, my actor is in the follower class/potential follower class, and the relationships are done - she has her own unique dialogue. I'd like to be able to trigger her to become a follower at some point in the dialogue. Is there a way to set that using Papyrus scripts in the topic window? Thanks for any help! I really appreciate it. 2nd issue - just having the dialogue show up at all, even if I cheat and already add her to the follower faction -1 I think the main issue is that I am doing the voice myself - I've gone through the quest "DialogueFollower" and added a topic specific to my character for each one, recorded them all, and normal dialogue works fine with her, just the follower ones do not show up. Is there something I'm missing?
  7. I don't mind that they are making it, but it doesn't look good. I won't be playing it so it won't affect me lol
  8. I like the idea of a game in the Summerset Isles. Elegant elven cities and distinct classes. :) -smiles just thinking about it- I want a character to just sit in the lap of luxury and have a more noble/high birth start -rather than a criminal every time.
  9. I think mods put their work out there (mostly) not expecting to be endorsed but just to give the user an experience that they created. I don't think a lack of % of endorsements would make most modders stop modding - they do it because it's a challenge and they like creating user content. I don't really feel like not endorsing something, even if it's perfect, is really a bad thing. If you feel compelled to express your gratitude, go for it! And it will be appreciated. But I don't think it's expected is all. If I had an extremely popular mod with less than 10% endorsements, I'd still be on cloud 9 - and you'd know people loved it. You wouldn't need an endorsement button for that. Just my 2 cents :) Not trying to be argumentative, just add my point of view.
  10. Thank you :) That totally worked - it was fine - And even with the first one, I restarted creation kit and it allowed me to do my line - and once I refreshed in between branches it made them look correct even though there were crazy lines before. :)
  11. Is there anyone who could help me with linking two topics together in dialog? I get the hand icon, and when I drag to the next topic, it just doesn't link. The only way it will link is if I do it backwards. Does anyone know why it is doing this/how to fix it? I'm just doing a simple tutorial, linking topics, as seen in the picture below: [http://www.creationkit.com/images/thumb/5/53/ConnectedDialogue.png/450px-ConnectedDialogue.png I've followed the tutorial exactly (at least I think so) - but I cannot connect it like they did. I'd really appreciate any help! Thanks so much!! EDIT: I tried starting from scratch - and now it constantly makes two lines to the same topic whenever I link the second topic @.@
  12. omg you are kidding me :P Well that explains why they started jumping "randomly" after I was working on my navmesh - I didn't want the NPC to get stuck on them, so I moved it away x_x - mystery solved. Thanks!
  13. Personally I like the combat :) I like doing one handed/archery and I like how depending on the weight/size of the blade it seems to go faster/slower to swing. And I like the kill moves :D I am -so- so glad this game doesn't do turn based combat - that really irritates me with games like Final Fantasy :P The only thing I would change is the way you fight when you run backwards. It feels the same as when you run forward but realistically it would make more sense if there was some stumbling or faltering :)
  14. For a few custom home mods I have downloaded and a mod I am working on, there's some issue with the mannequins leaving the circle they are put on and floating about 5-10 feet in the air and often towards the middle of the room, not even just above their circle. This has happened with multiple mods I've downloaded and recently I saw it while testing one of mine. What causes this and how come I've never encountered this in one of the vanilla player homes? Is there something that needs to be set for these that keeps them from jumping around? Thanks!
  15. What I do is actually go to the cell, so Interiors -> WindhelmHjern (or something like that) - get the ID from there and use the filter on "All" to find what I am looking for. You could also filter on "cabinet" or "secret" to see if you can find it without loading a cell. But in the future if you don't know the ID, it's helpful to think of that :)
  16. So after fighting this lady and killing her, an ally of mine who happened to be standing near by looked down at her and said "You shouldn't leave things around to trip over" xD I nearly died laughing. I'm assuming that dialog is intended for when you drop items :P
  17. I'm a girl who plays girl characters most of the time - mainly because in most games you are forced to be a guy, and it's refreshing to be who/what you want to be. But sometimes I play a guy too, just because. I see it mainly as a story. Sometimes you want to read/watch a story about a guy main character and not someone you'd see yourself as, even though you are making 1st person decisions. Ish.
  18. I think that would be a cool idea :)
  19. I'd like to see true mirrors in Skyrim, like ones you'd look at yourself with. Is it possible to make something so reflective that it is like a mirror IRL? If so - how would you do it/has anyone made it/would anyone like to make it? :P
  20. Well said thompsonar. The people who would be interested in hot issues would be looking on the forum in the first place I would think, so it's not like you'd get more attention to it that way.
  21. That would do it lol 95k pheww... Doesn't that get in the way of your quests? lol
  22. 1. Allow the player to be able to become a high king or emperor (I've -always- wanted to do that since Oblivion) 2. Allow the player to join the Thalmor if they are a high elf 3. Add more to the Nightingale faction - possibility of new members, new quests, things to do 4. Add true raids, like Forsworn, Stormcloak, bandit raids on settlements/fortresses without the player having to be involved 5. Constructable spells.
  23. My character tried to join the Thalmor, but they realized she was a breton with fake elf ears and kicked her out. So now she's a forsworn killing any envoys, whether they are imperial, stormcloak, or thalmor. And rich travelers with bodyguards, because they look suspicious too. I also have Mulder from the X files - he was trapped in some crazy parallel universe time portal and ended up on the chopping block. Luckily he escaped and learned he could learn magic from the college of winterhold, but they didn't accept him because he couldn't produce a fire demon.
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