jmjmjm009 Posted November 2, 2013 Share Posted November 2, 2013 I created a mod that allows me to summon an npc to fight for me. It is very annoying because all she says is: "Uhhh..." and she's doing it for every few seconds. I tried to change her voice and it just changed the way she says "Uhhh..." LOL! I'm new at modding. I want her to say what the usual npcs are saying: "Your end draws near." or "Never should have come here." something like that... Link to comment Share on other sites More sharing options...
artificialsloth Posted November 3, 2013 Share Posted November 3, 2013 What voice type are you using? Link to comment Share on other sites More sharing options...
jmjmjm009 Posted November 3, 2013 Author Share Posted November 3, 2013 I'm using female young eager. I tried to use female even toned. Link to comment Share on other sites More sharing options...
jmjmjm009 Posted November 4, 2013 Author Share Posted November 4, 2013 Someone help me... please. Link to comment Share on other sites More sharing options...
djjohnjarvis Posted November 4, 2013 Share Posted November 4, 2013 (edited) This is caused by the quest DialogueGenericCommanded and is because you are commanding a summoned human (or one of the playable races) so therefore it assumes they are some kind of mindless thrall or that they have been resurrected. It can be easily fixed though without any knowledge of quests. If you open up that quest in the CK and go in the Quest Data tab you will see the list of conditions needed for it to run. So add to the bottom of this list of conditions a GetIsID condition (by right clicking within the list and then choosing new and it will automatically default to GetIsID) and set it to your npc (by clicking the button in the middle which will say INVALID) and set the value box as 0 then make sure that the OR checkbox is ticked. This basically adds a condition which says it must not run if it is your summoned npc. Edit: I also forgot to mention that a similar check is carried out on the standard npc dialogue so therefore the normal dialogue gets disabled. To make them actually talk as they should you will need to open up the quest DialogueGeneric and add another GetIsID condition for your npc except this time set the value box to 1 (1 is true, 0 is false) and make sure the OR checkbox is ticked. Make sure the conditions are at the bottom of the list! Edited November 4, 2013 by djjohnjarvis Link to comment Share on other sites More sharing options...
jmjmjm009 Posted November 4, 2013 Author Share Posted November 4, 2013 I did what you said and it's still saying "Uhhh." but she's now saying actual words when fighting... I put the condition on the bottom of the list. BTW, what is the Run on: Subject? Link to comment Share on other sites More sharing options...
djjohnjarvis Posted November 4, 2013 Share Posted November 4, 2013 Ok it seems the DialogueGeneric one is correct. For the DialogueGenericCommanded I think I may have made a mistake. For the condition you added for that one, double click on it to edit it and untick the OR checkbox and then use the << >> arrows and put it 2nd in the list below IsCommandedActor and it should work. Run on is what object or actor the condition should be checked. Subject is just the default and deals with the object that the condition is being called for, in this case the npc that has just been summoned. Link to comment Share on other sites More sharing options...
sboddy82 Posted January 5, 2014 Share Posted January 5, 2014 I just hammered this one out myself and found Keywords to be very useful. Lets say you want to create 50 actors or something ridiculous like that, and they all need to be in DialogueGeneric. Give them all a keyword (probably using a template) like "SomeDudes". Add the condition hasKeyword "SomeDudes" == 1 to Dialogue Generic, then add HasKeyword "SomeDudes" == 0 to DialogueGenericCommanded, and there you have it; 50 summonable actors with reasonable idle dialogue. Link to comment Share on other sites More sharing options...
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