Necromancist Posted January 16, 2010 Share Posted January 16, 2010 EDIT: Okay, modified the post to reflect what I really need. I have a VERY important school project that I need to create a custom NPC for. Not moving, not fighting, not doing anything besides offering 6 dialogue choices with custom sound. However, I am at a loss as to what to do. I've made the NPC, she's all done. But I have no idea how to place her and the dialogue file that I made for her (quest) just disappeared for some reason. I saved, reloaded and it was just gone. I need step-by-step instructions on how to make this work. And before you ask, I've checked the tutorials and I don't get it. At all. They're either referring to stuff I don't know and don't have time to learn, or referring to things I can't find or something that prevents me from understanding it fully. I know this sounds newbish (and it is), but I can't emphasise how important this project is. It's VERY important. Like, three or more grades depend on it. If I get an F on this, three years of education will be pretty much moot. So please, help me! Also, it's important to note that this is the first time I'm using the GECK. I have basic knowledge about creating NPC's and dialogue quests, but that's it. I don't know anything about ID's, or references, factions, anything. I know how to create the things themselves, not how to make them work. Link to comment Share on other sites More sharing options...
pkleiss Posted January 16, 2010 Share Posted January 16, 2010 The quest page has an "OK" button on the lower right. You have to use that when leaving the quest pages. Don't use the red "X" in the upper right, or the data won't be saved. You are going to have to start over with your quest. This time, just make the quest: Give it an ID & name and then hit the OK button then save you mod, exit and reload the GECK. Look for your quest in the Object windos under Quests. It should be listed by the ID. Once you have a quest that appears, then start to add your dialogue again. each option that appears for the player to choose will be a different "topic". The responses that the NPC makes can be varied and listed as "infos" under a specific topic. If you can get to that point, then post your next question. Link to comment Share on other sites More sharing options...
Necromancist Posted January 17, 2010 Author Share Posted January 17, 2010 The quest page has an "OK" button on the lower right. You have to use that when leaving the quest pages. Don't use the red "X" in the upper right, or the data won't be saved. You are going to have to start over with your quest. This time, just make the quest: Give it an ID & name and then hit the OK button then save you mod, exit and reload the GECK. Look for your quest in the Object windos under Quests. It should be listed by the ID. Once you have a quest that appears, then start to add your dialogue again. each option that appears for the player to choose will be a different "topic". The responses that the NPC makes can be varied and listed as "infos" under a specific topic. If you can get to that point, then post your next question. Allright, done. I've created the topics I need as well. Now I need to know how I assign this dialogue to my NPC, how I assign sound files to the different topics (so she says stuff when you pick it) and how to place her in a cell properly. When I tried earlier she appeared on a spot very high over the roof of the Brass Lantern, and I couldn't seem to move her in the Y axis. Link to comment Share on other sites More sharing options...
pkleiss Posted January 18, 2010 Share Posted January 18, 2010 Sorry for the delay. If you want to PM me about this in the future, its okay with me... Now I need to know how I assign this dialogue to my NPC Use a "Condition" on the info that uses the "GetIsID" function and select your NPC and make the equation == 1. That will enforce that this topic infocan only be spoken by your NPC. how I assign sound files to the different topics (so she says stuff when you pick it) As for making voice files... Its a bit complicated to explain, but I'll try. To make a voice file for any "Info" you have to double click the info and look at the audio section of the page that pops up. At the bottom, there is a "record" and "save" button. You have to have a voice type already spcified for the speaker, and it should appear in the list above these command buttons. You highlight one of the entries (there should be one entry for each voice type that may speak this info) and press record, then press "done" on the recording popup, then press the "save" button. This will make a dummy voice file and you should see the voice file entry update in the WAV column from an "N" to a "Y". This indicates that a voice file is now associated with this info. It doesn't matter what you record in the Geck because you are going to overwrite the file the GECK made with your own. The Geck will hard code the file name and path which you should be able to see from the entry in the list. Just overwrite the Geck one with the one you make with your own recodring software. You may also have to "configure" (its another button on the info page) the Geck recordings with the settings of 44100Hz and mono. Your own sound file should also use these settings and save your work as a .wav file, though .ogg works as well. You can create your own voice files with a program like Audacity (easy to find with google and itts free). and how to place her in a cell properly. When I tried earlier she appeared on a spot very high over the roof of the Brass Lantern, and I couldn't seem to move her in the Y axis. You mean the Z direction, yes? With your NPC highlighted in the render window, yu can hit the "F" key to drop her to the ground or hold the "Z" down while left-click-hold-drag the mouse. This will only let her position in the Z direction move. This also works for the "X" and "Y" keys/directions. Doing the above with the right mouse button will allow rotation along a single axis too. Link to comment Share on other sites More sharing options...
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