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How can I make an existing NPC to use a new voice type? (hireling NPC, wich I plan to expand in terms of background)

 

I entirely rebuilt his own dialogue using Audacity.

Then I created a new voice type, and gave it to him.

The hireling is silent and No conversation pops up.

A guide says I must build the dialogue via the "misc" tab... another guide says I have to build the dialogues using "dialogue views" tab. When I do this, the guide says I must insert this script:

 

GetOwningQuest().SetObjectiveDisplayed(1­0)
GetOwningQuest().SetStage(10)

 

Then I press "compile", but I get script errors. I even reinstalled SKSE and unpacked the scripts correctly.

The errors I get:

 

 

Starting 1 compile threads for 1 files...
Compiling "TIF__0300659A"...
<unknown>(0,0): Unable to find flags file: TESV_Papyrus_Flags.flg
C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\TIF__0300659A.psc(9,40): no viable alternative at character 'ð'
C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\TIF__0300659A.psc(3,0): Unknown user flag Hidden
C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\TIF__0300659A.psc(9,41): extraneous input '0' expecting RPAREN
No output generated for TIF__0300659A, compilation failed.
Batch compile of 1 files finished. 0 succeeded, 1 failed.
Failed on TIF__0300659A
I thought about removing this NPC from the game and recreating him from scratch, but I fear that's a crazy thing to do. I got the same errors with a completely new npc...
I don't know what to do :confused:
Edited by Guest
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The script error is because a recent ck update placed all your game scripts in a rare (scripts.rar) just unpack them back into the script folder.

 

If you're working with dialogue you will need a seq file generated. But if you're dialogue is showing up, that won't be the problem. Have you just recorded silence? Check your audio files out directly from your sound folder and check the links from ck are correct.

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The script error is because a recent ck update placed all your game scripts in a rare (scripts.rar) just unpack them back into the script folder.

 

If you're working with dialogue you will need a seq file generated. But if you're dialogue is showing up, that won't be the problem. Have you just recorded silence? Check your audio files out directly from your sound folder and check the links from ck are correct.

I already unpacked them but still doesn't work.

No, the dialogue is not showing up. The npc won't respond.

How do I generate the seq file?

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Use tes5edit. Use it to open your esp (only). Once loaded, right click on your esp and select the bottom option tree, there you will see a "generate seq file" option.

 

Every time you alter dialogue, you'll need to do this.

 

Also

 

Test from a clean save or seq won't register changes.

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Misc is for "casual" dialogue i.e. what NPC's will say if pass them by "Olfrid, patron of the great clan Battleborn!" "Hmm?" "Need something?" "Out with it!" etc

 

Dialogue views are for player-initiated dialogue i.e. if you choose to open a conversation with them and usually used for interacting with them i.e. giving a follower orders, etc

 

They need to be within a running quest if its just for your own use you could patch into one of the existing dialogue quests if not its probably better to create one from scratch to avoid conflicts etc

 

n.b. all that objective displayed and script related material is not necessary for dialogue to function, just incase you weren't sure. This should be enough to get you started:

 

http://www.creationkit.com/Bethesda_Tutorial_Dialogue

Edited by soupdragon1234
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Misc is for "casual" dialogue i.e. what NPC's will say if pass them by "Olfrid, patron of the great clan Battleborn!" "Hmm?" "Need something?" "Out with it!" etc

 

Dialogue views are for player-initiated dialogue i.e. if you choose to open a conversation with them and usually used for interacting with them i.e. giving a follower orders, etc

 

They need to be within a running quest if its just for your own use you could patch into one of the existing dialogue quests if not its probably better to create one from scratch to avoid conflicts etc

 

n.b. all that objective displayed and script related material is not necessary for dialogue to function, just incase you weren't sure. This should be enough to get you started:

 

http://www.creationkit.com/Bethesda_Tutorial_Dialogue

Thanks for clarifying that for me.

But, I still get errors when compiling scripts.

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A quick Google of your "TESV_Papyrus_Flags.flg" and the most hits you'll see is related to the scripts.rar issue. Are you sure you've extracted it correctly? Everything from the rar, including source folder need to go in your existing data/script folder.
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When the CK update screwed the scripting. I had to both extract the script.rar file and reinstall the CK before it worked again on one of my systems on another system I just extracted the scripts. Have you done both?

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