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Trainer dialogue option does nothing & skewed screenshots


wizardmirth

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I am making some excellent progress on my first Skyrim house mod but I'm hitting another wall....

 

I just followed the wiki tutorial on how to give trainer dialogue to a custom npc but I'm not getting the training window after choosing the trainer dialogue. She responds and says "of course" and then nothing.

 

I did get an error when trying the "duplicate existing dialogue" option in the tutorial saying it could not create a backup. Is this the reason why and if so how can I fix it? I think I'm missing a scripting file if you need two - I'm not sure, but I do have the one TIF file.

 

 

 

 

 

(I also noticed that when I "tm" in the console and take a screen shot without exiting the console my screenshots end up getting skewed. Is this the game or my graphics card?)

Edited by wizardmirth
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Does your custom npc have a voice type that can say the dialogue you have duplicated? That's the most common reason for dialogue not showing up when you make a trainer.

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Honestly your better off writing your own simple dialogue in a new empty quest if your using a custom actor that doesn't use the native trainer voices.

It's really quite easy and your not doing that dodgy tutorial method of editing vanilla quests dialogue (which will only cause conflicts at some point).

 

Using SKSE I wrote a pretty simple mod that allows any actor in game to offer All or any Skills Training you want.

eg: Walk upto anyone and they offer the 18 different skills to train in.

it does not edit any vanilla quests, dialogue, scripts, actors, class, factions or any other vanilla game file at all.

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Thanks guys I really appreciate the info! I did make sure that the character has the right voice type and all that. The dialogue shows and she says the copied line I chose "Of course." but then nothing happens. What I don't get is where is the actual command located that makes the actual trainer window pop up? If I created my own dialogue I would not know how to do that. I'm also not sure if I need that one TIF file the copy procedure from the wiki tutorial created or how to create it on my own.

 

If there is another better tut please link me, otherwise a bit more explanation? I am good on everything else so far (bookcases, mannequins, weapons racks, merchants, navmeshing inside and out) I just need to write my first script still which will be a simple ingredients sorter for my mod.

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It must be in the script file. This is what happens when I tried the dialogue copy:

 

http://i68.tinypic.com/1zbbbeb.jpg

 

Also my notepad++ reads the script as:

;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment
;NEXT FRAGMENT INDEX 0
Scriptname wm_TIF__0200C8A3 Extends TopicInfo Hidden

;BEGIN FRAGMENT Fragment_0
Function Fragment_0(ObjectReference akSpeakerRef)
Actor akSpeaker = akSpeakerRef as Actor
;BEGIN CODE
;CODE NOT LOADED
;END CODE
EndFunction
;END FRAGMENT

;END FRAGMENT CODE - Do not edit anything between this and the begin comment

I'm wondering do I need to compile it? The tutorial didn't mention it.

Edited by wizardmirth
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The command that makes the menu appear is: Game.ShowTrainingMenu(akSpeaker) in the papyrus fragment box in the Topic info window. You haven't got this in your code fragment above - it should be where it says: code not loaded

 

makes sure the line is in the Fragment box and compile again. It should then appear in the code fragment.

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A new pex and psc should be generated when you duplicated the line with whatever prefix you set in preferences. Sounds like you need to start again, delete your original copied line and copy again. Change the GetisID to your npc and make sure its in the factions listed, should be as easy as that.

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