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Voice and Dialogue


jmjmjm009

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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...

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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 by djjohnjarvis
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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.

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  • 2 months later...

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.

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