Xer089 Posted July 15, 2010 Share Posted July 15, 2010 i'm trying to add golden saint guards to a house i have in cyrodil, near bravil. I can add them succesfully so they are physically present when i run the mod, but they have no dialogue whatsoever, just "I HAVE NO GREETING". all i've done is copy the exact guards from the shivering isles into my house and have not changed the dialogue in any way. anybody know why its not working ? Link to comment Share on other sites More sharing options...
Hickory Posted July 15, 2010 Share Posted July 15, 2010 By copying a guard, all you have done is create a blank clone, with no AI, no dialogue...nothing. You have to modify the clone to your own liking. Your best bet would be to use something like CM Partners, and create a new partner, then modify it's AI packages to suit your needs. Link to comment Share on other sites More sharing options...
Vagrant0 Posted July 19, 2010 Share Posted July 19, 2010 i'm trying to add golden saint guards to a house i have in cyrodil, near bravil. I can add them succesfully so they are physically present when i run the mod, but they have no dialogue whatsoever, just "I HAVE NO GREETING". all i've done is copy the exact guards from the shivering isles into my house and have not changed the dialogue in any way. anybody know why its not working ?Ignore the above post... The reason why you have no dialogue, while somewhat related to the above post is really due to the fact that all dialogues which are tied to the SI NPCs are all conditioned on a variable which checks if the player is in SI or not (as of traveling through the portal). If the player is in Tamriel, all SI NPCs, and those connected to SI races/factions will not have any dialogue. If the Player is in SI, all Tamriel NPCs, or those connected to Tamriel by means of factions, will be missing dialogues. To put it simply, either you will need to manually link up new dialogues which are connected to those guards so that they have dialogues while in Tamriel, or script the door to your house to toggle the flag used for SI dialogues so that when the player is inside, the game thinks they are in SI, and will have the appropriate dialogues. However, the first method is rather long and complicated, while the second method is prone to even more issues. It might be a better idea to just simply not use SI races for locations not in SI, and instead make a new race with SI appearances, but tied to a vanilla race soundset. Link to comment Share on other sites More sharing options...
Hickory Posted July 20, 2010 Share Posted July 20, 2010 Ignore the above post... The reason why you have no dialogue, while somewhat related to the above post I admit that I misunderstood the poster's question, and for that I sincerely apologise to the original poster. However, given the selfrighteous tone of your opening comment, not to mention your position on these forums, I find myself of the mind to just move on. Thank you for that. Link to comment Share on other sites More sharing options...
steelstiletto Posted July 20, 2010 Share Posted July 20, 2010 I think (and I could be wrong) that NPC's get most of their dialog from the factions that they are in, and since they are from SI, they only have dialog in SI. However, if you add them to some Cyrodiil factions, they should have dialog. I think.... You could try, and let me know if that fixes it. Link to comment Share on other sites More sharing options...
InAComaDial999 Posted July 20, 2010 Share Posted July 20, 2010 I think (and I could be wrong) that NPC's get most of their dialog from the factions that they are in, and since they are from SI, they only have dialog in SI. However, if you add them to some Cyrodiil factions, they should have dialog. I think.... You could try, and let me know if that fixes it. No. Vagrant0 is correct. There is a variable, accessed through the functions GetPlayerInSEWorld and SetPlayerInSEWorld, which determines whether the player is in the Shivering Isles worldspace, and which controls the dialogue accordingly. If you have a script that calls SetPlayerInSEWorld 1 while the player is in Tamriel, normal Tamriel NPCs will lose their dialog. There are also other side effects, so you can't really use it lightly and I wouldn't recommend setting that flag when you enter your house. Link to comment Share on other sites More sharing options...
David Brasher Posted July 21, 2010 Share Posted July 21, 2010 To make some fake Golden Saints with dialog, I took some high elves and made their skin more yellow or orangish in the CS. But their eyes were all wrong. Golden Saints have eyes like cats or something. Link to comment Share on other sites More sharing options...
Zuosiek Posted July 22, 2010 Share Posted July 22, 2010 I've got the same problem - I was trying to make new companion mod without using CM Partners and all I've got is "I HAVE NO GREETING" guy...Is it possible to make new dialogues compatible with Cyrodiil? Ones I've created (NPC > Dialogue > Topics > GREETING) are marked as "SE13" in the Quest column and I can't find a way to change that... What's interesting, my Golden Saint made as a CM Partner was working quite well (without voice, but there was no "I HAVE NO GREETING" issue...). PS. Sorry for my english, it's not a native language for me. Link to comment Share on other sites More sharing options...
GODSBANE123456 Posted July 22, 2010 Share Posted July 22, 2010 ... the easiest way to recreate golden saints would be to just use their meshes by way of a bsa unpacker which i will provide a link to at the bottom of this post, and just create a new character, and input their meshes in place of the character's meshes. Although that won't give you the dialog that they had in SI, it will allow for them to have dialogue in Tamriel, because you can place them in any of the factions based in tamriel, including a tamriel based faction that you create. BSA Unpacker:http://www.tesnexus.com/downloads/file.php?id=3117 Link to comment Share on other sites More sharing options...
Zuosiek Posted July 23, 2010 Share Posted July 23, 2010 Thank you for your help :) I solved this problem in quite similar way by myself while ago – I’ve made a new race using meshes and textures used by Golden Saints, although I gave it Dark/High Elves voices, so they're quite chatty in Cyrodiil now :). I’ve converted the race mod it into .esm file, making it master file for my companion .esp. Works like a charm ^^ I’ll try to make another version your way, though – one mod file is much more convenient than two ;) Link to comment Share on other sites More sharing options...
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