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Adding Dialogue to Custom Made Race NPCs


rakansc

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I am having a lot of trouble figuring out why my Topic dialogue is not applying to a NPC I made that is using a custom race I also made. Whenever I talk to them, I get the all-too-familiar "I HAVE NO GREETING" message.

 

However - and here's the part that confuses me - if I change the NPC's race to a vanilla one, like Imperial, the dialogue works fine and as I would expect it to.

 

Where am I going wrong? Do I need to do something special when making custom-race NPCs so dialogue works for them? (The race and dialogue in question are both included in the same ESP)

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Actually, you can remove the IsPlayableRace == 1, or even the IsPlayableRace condition entirely and just have it check for GetIsID, if you only want one member of the race to say the line. But, if it's the entire race that would say the greeting, then you would still need the IsPlayableRace == 0. Problem is, this would set it so ALL unplayable races would speak the line (If I remember correctly in Shivering Isles you speak to a Deadroth). A better condition to set (again, if you want the entire race to speak your greeting) would be to use GetIsRace, then click on INVALID under Function Parameters (just to the right of the Condition Function) and select your new race from the dropdown. With this, the only function that would be under the Conditions would be GetIsRace (again, this is if the entire race is to speak the line) so there's no need to ever set the IsPlayableRace function unless you want to modify ALL unplayable races, this would also include the two guard races from Shivering Isles. IsPlayableRace is a very (in my opinion) useless condition to set for dialogue. The only thing this would ultimately change (and break) is if someone set your race to playable, but then the entire race wouldn't be able to say the lines because IsPlayableRace == 0 would come back false.

 

 

Bit of a winded explanation, but hope you fully understand. If you've any other questions pertaining to dialogue you can always feel free to PM (or just post on the forums, that always works to). I've done far more dialogue work than I care to admit, despite the fact I despise doing it.

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Hmm, no, I understand all that, and I had the foresight to make sure the dialogue itself had conditions to prevent the above you are describing from happening.

 

 

I just forgot about the Quest conditions. Admittedly I could have used a better condition to solve my problem, but this one works fine. Thanks for the help, though. I'm certainly going to keep that all in mind for the future.

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