Axelblack Posted July 29, 2013 Share Posted July 29, 2013 OK so basicaly I have taken the script from the MK2 stealth armour and applied it to a Slave collar in hopes of getting the slave collar to talk. I copied and pasted the script from the original armor and changed the ref Id in the script to point to the new id of my slave collar instead of the original stealth suit. problem is when in game the only time it talks is when the slave collar is unequipped (saying the goodbye message) and not when its equipped or when you go into sneak or combat est. anyone know what i need to do in order to get it to talk for these instance like the original armour does? Thanx in advance Link to comment Share on other sites More sharing options...
Jojash Posted July 29, 2013 Share Posted July 29, 2013 Is Old World Blues a master file for your plugin? What was the type of script you edited, quest or object? To get the collar to speak, I think you ought to be able to just put the original script onto it without editing it, so long as Old World Blues is a master file. Link to comment Share on other sites More sharing options...
luthienanarion Posted July 30, 2013 Share Posted July 30, 2013 To get the collar to speak, I think you ought to be able to just put the original script onto it without editing it, so long as Old World Blues is a master file.If only it was that easy... The rest of the speech events are handled in NVDLC03AuralStealthSuitQuestSCRIPT (xx00c7dc). You'll have to change the condition checks on lines 34, 231, 286, and 293 to include your item alongside the StealthSuit, like so: 34 If ( Player.GetEquipped NVDLC03AuralStealthsuit == 1 || Player.GetEquipped TalkingSlaveCollarThing == 1) && ( Player.IsInCombat == 0) && (bSayDelay == 0 ) ... 231 ElseIf ( Player.GetEquipped NVDLC03AuralStealthsuit == 1 || Player.GetEquipped TalkingSlaveCollarThing == 1) && ( Player.IsInCombat == 1 ) ... 286 If ( (Player.GetEquipped NVDLC03AuralStealthsuit == 1 || Player.GetEquipped TalkingSlaveCollarThing == 1) && bInCombat == 0 && bSayDelay == 0 ) ... 293 ElseIf ( (Player.GetEquipped NVDLC03AuralStealthSuit == 1 || Player.GetEquipped TalkingSlaveCollarThing == 1) && bInCombat == 1 && bSayDelay == 0 ) You will also want to attach NVDLC03AuralStealthSuitObjectSCRIPT (xx00be3e) to your slave collar. Link to comment Share on other sites More sharing options...
devinpatterson Posted July 30, 2013 Share Posted July 30, 2013 I wonder if an easier way, might be to simply replace the stealthsuit model itself iwth the slave collar model. Make sure to change the stat's to the same as the collar. body slot to choker, equip type, weight etc, as the stats are, on the slave collar. Link to comment Share on other sites More sharing options...
Axelblack Posted August 3, 2013 Author Share Posted August 3, 2013 @luthienanarion cheers bro figured there had to be another script somewhere that needed changing just couldnt see which it was as im somewhat new to editing scripts so didnt want to break anything by trial and error XD Link to comment Share on other sites More sharing options...
luthienanarion Posted August 4, 2013 Share Posted August 4, 2013 Oh, I'm all too familiar with that script. They way they coded it prevents other plugins from duplicating the suit's voice effects without requiring OWB as a master in order to override the script. I'm not a fan of Bethesda/Obsidian's programmers. Link to comment Share on other sites More sharing options...
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