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What is the best way to make an NPC Not talking


reaper9111

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hello all, what is the best way to make an NPC not talking at all (including NO GREETINGS) when the player is near this npc...? i cannot use SetRestrained... i need him to move !

Thankx !

If it is a .esp, best way would probably just be to make a high priority quest, and make blank dialogues (or mostly blank) in all the usual places, then make those dialogues point to that NPC.

 

Another option would be to make all the NPC's packages have "ignore fallout behavior" checked, turn on the "no rumors" flag, and add a script to the NPC with an onctivate block that just calls a return function if the actor is alive.

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hello all, what is the best way to make an NPC not talking at all (including NO GREETINGS) when the player is near this npc...? i cannot use SetRestrained... i need him to move !

Thankx !

If it is a .esp, best way would probably just be to make a high priority quest, and make blank dialogues (or mostly blank) in all the usual places, then make those dialogues point to that NPC.

 

Another option would be to make all the NPC's packages have "ignore fallout behavior" checked, turn on the "no rumors" flag, and add a script to the NPC with an onctivate block that just calls a return function if the actor is alive.

 

 

Hello Vagrant, when i said (SetRestrained), it was wrong, i meant SetUnconcious...but like i said i need him to be able to move... what would be the command to use on a begin OnActivate block ?

the option of doing a complete new faction with a new condition to "ignore ALL the dialogue" would be too long as expained on CS Wiki... is there a way around that !... i want my NPC to Have NO DIALOGUE at ALL... about any dialogue quest ! ??? Complicated, i know !

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hello all, what is the best way to make an NPC not talking at all (including NO GREETINGS) when the player is near this npc...? i cannot use SetRestrained... i need him to move !

Thankx !

If it is a .esp, best way would probably just be to make a high priority quest, and make blank dialogues (or mostly blank) in all the usual places, then make those dialogues point to that NPC.

 

Another option would be to make all the NPC's packages have "ignore fallout behavior" checked, turn on the "no rumors" flag, and add a script to the NPC with an onctivate block that just calls a return function if the actor is alive.

 

 

Hello Vagrant, when i said (SetRestrained), it was wrong, i meant SetUnconcious...but like i said i need him to be able to move... what would be the command to use on a begin OnActivate block ?

the option of doing a complete new faction with a new condition to "ignore ALL the dialogue" would be too long as expained on CS Wiki... is there a way around that !... i want my NPC to Have NO DIALOGUE at ALL... about any dialogue quest ! ??? Complicated, i know !

Didn't you sign up to help with the Colored Rooms project? Whatever happened with that?

 

To make an NPC have no dialogue at all, you would need to do that method I said initially, make a high priority quest, make dialogue entries in all major sections, and link them to that NPC. There is no other way to block all dialogue otherwise.

 

If all you are concerned with is the more usual dialogues, noticing the player, when the player talks to them, when the player stops talking to them, when they talk to another NPC, then that would be the second method I suggested. It's less work, but does not cover the dialogues for combat, theft, and such. The script would be something like

begin onactivate player
return
end

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Yeah, i did sign up... was pretty happy to probably getting involve in the project tho...the problem is that its requiring me to have a few stuff installed to be able to work on it..."such as OBMM" (ObModMenager) and i dont want to have this in my data... i know it sound crazy but i like the way my data is, even if its a mess...i like my mess... Sadly tho... plus i still have my own project that always need polising... To be honnest i was disapopinted that i couldnt be part of it, becuse of that !

 

ok that said thanks for your help once again...i see what i can do !

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Yeah, i did sign up... was pretty happy to probably getting involve in the project tho...the problem is that its requiring me to have a few stuff installed to be able to work on it..."such as OBMM" (ObModMenager) and i dont want to have this in my data... i know it sound crazy but i like the way my data is, even if its a mess...i like my mess... Sadly tho... plus i still have my own project that always need polising... To be honnest i was disapopinted that i couldnt be part of it, becuse of that !

 

ok that said thanks for your help once again...i see what i can do !

Um... Only thing you needed OBMM for was for setting up load order... Could use wyrebash for that. Ultimately, what it came down to was needing to have the .esm loaded before others due to some silly LOD object bug that oblivion has with .esm based worldspaces, trees in that worldspace, and the .esm not being loaded in the 01 index. That's all there was to it. I find it hard to believe that you don't know how to manage load orders at this point. Makes me wonder who else left the project due to this sort of confusion, and never bothered to ask.

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No no, i know how to deal with load order... without having OBMM, i just make a change in the esp of the mod i want load first/before an other one... so oblivion will automaticly load it first... but for the project... i dont know if i can do that kind of change... (any lil change would do the job)... like adding a tree and then remove it and save the esp... and it will be fine... but this is for esp... i dont know if it will be possible to do the same with an esm... do you think its possible... ?

Sad to hear that ppl probably left becuse of this "issue"... gimme new on that, PM Vagrant, and will discuss more on what can be the solution... cuz if we can menage a way to make it work without these program... i'll be happy to work on it !... PM me !

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