ChuckYufarley Posted December 8 Share Posted December 8 I just published my diner set which has one really short dialogue quest. It's just a greeting with the usual 4 options, nothing that branches off. Basically 4 one response options, one that ends with a barter menu. Works just as I intended. Did all the lip files, using just the generic NPC voices, as well as both male and female player voices. Everything works fine. So far I've gotten 3 comments saying that those voice lines are popping up all over the place, NPCs rattling off my vendor lines, even Struges. Anyone who knows what might be causing this, I'd appreciate a little insight. I finished the mod after installing update and new CK, if that means anything. Lip files were made with old CK. 300+ downloads and a couple pages worth of comments, and only 3 people with this issue, so far. I'm thinking it's a conflict on their ends. Link to comment Share on other sites More sharing options...
pepperman35 Posted December 9 Share Posted December 9 Chuck, some time ago kinggath released a set of tutorials on dialog (i.e., Bethesda Mod School). kinggath talks about conditioning to ensure the voiced lines are spoken only by certain characters. Bethesda Mod School: Dialogue 103 - Randomize and Condition Dialogue would be an example. Link to comment Share on other sites More sharing options...
ChuckYufarley Posted December 9 Author Share Posted December 9 Thank you. For the life of me, I can't get this to happen when I'm playing. Has to be some sort of conflict with mod(s) I don't use. Link to comment Share on other sites More sharing options...
SKKmods Posted December 10 Share Posted December 10 Other mods do not "conflict" to use your dialog. You need to constrain your dialog with conditions, otherwise it will "infect" other actors dialog stacks the voice type(s) apply to. OR if your dialog quest has a higher priority than the dialog quests it is overriding try a lower priority ... but this is not fullproof. TL:DR: its a you issue. Link to comment Share on other sites More sharing options...
Zorkaz Posted December 10 Share Posted December 10 A hot tip: Use the condition "Getisid ==== MyNPC" in your greeting conditions. Link to comment Share on other sites More sharing options...
ChuckYufarley Posted December 10 Author Share Posted December 10 My biggest issue right now is I can't get the bug to occur when I'm testing, so I have no way to test any changes I make. Link to comment Share on other sites More sharing options...
SKKmods Posted December 10 Share Posted December 10 If you put a unique condition on the dialog and it works for your actors you do not need to test further. Examples: If your actors are unique lvActor forms condition GetIsID that form. Add your actors to a quest alias and condition GetIsAliasRef that Alias. Add a unique keyword to your actors and condition HasKeyword. Add your actors to a unique faction and condition GetInFaction. & many other methods. Since no other actors can be in your quest alias, keyword, faction or whatever there is no way your dialog can infect their stack. Link to comment Share on other sites More sharing options...
ChuckYufarley Posted December 10 Author Share Posted December 10 I got a glitched save from one of the people having an issue, and STILL couldn't get it to happen for me. Link to comment Share on other sites More sharing options...
RaidersClamoring Posted December 12 Share Posted December 12 I know one thing that struck me as a bit weird and volatile in Papyrus is that the function "SayTopic" will choose randomly from a pool of voice lines associated with a category. If your lines have found themselves into the pool of unconditionally eligible voice lines for vendors, perhaps through an override by name, other mods that call this function may evoke your custom voice lines. I'm guessing something similar happens when setting up events entirely in CK. Did you override anything by name or associate generic, largely unconditional keywords to the TopicInfo? Link to comment Share on other sites More sharing options...
Zorkaz Posted December 14 Share Posted December 14 Send me the mod, maybe I can find the issue. Link to comment Share on other sites More sharing options...
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