Andyno Posted May 25, 2011 Share Posted May 25, 2011 (edited) Hi.I'm not going to ask how to change the dialogue for the NPCs - I already know that... I suppose...So I'd like to ask how does this work with creatures...For example:I created an unique quest dialogue for my ghoul. I added several combat responses (this is what I need to be changed) and all the stuff I did for my NPCs and it worked. But it doesn't work for the creatures because when I tested it the ghoul's behaviour was really strange - he firstly roared at me and THEN he said what I customized in my dialogue.So the question is - how to force the ghoul not to roar at me, in other words how to eliminate the original ghoul sounds? Thanks for any help...A. Edited May 25, 2011 by Andyno Link to comment Share on other sites More sharing options...
davidlallen Posted May 25, 2011 Share Posted May 25, 2011 The selection of possible responses is based on the voice type setting for the NPC. Create a new voice type. Make sure both your topics and your NPC use this voice type. Then none of the generic responses should be available to that NPC, and it will only choose from your custom ones. Link to comment Share on other sites More sharing options...
llamaRCA Posted May 25, 2011 Share Posted May 25, 2011 The selection of possible responses is based on the voice type setting for the NPC. Create a new voice type. Make sure both your topics and your NPC use this voice type. Then none of the generic responses should be available to that NPC, and it will only choose from your custom ones. If the OP is talking about a feral ghoul I don't know if this will work. I have a creature (it's a dog) in my mod, and I created a custom voice for him, and I don't allow default dialogue, and I didn't create combat dialogue for him, yet he has it. So, I don't know if they work the same way that NPCs do. If it is an NPC I would say this is exactly the right thing to do. Link to comment Share on other sites More sharing options...
Andyno Posted May 25, 2011 Author Share Posted May 25, 2011 Thanks for reply, David. :yes: It already has it's own voice type - that's why I wonder why the ghoul always roar at me first instead of saying the custom sentence from my dialogue. It's really weird. I didn't find any problems with my custom NPC dialogue - that's why I started to wonder if there's some kind of difference between human dialogue and creature dialogue... Link to comment Share on other sites More sharing options...
llamaRCA Posted May 25, 2011 Share Posted May 25, 2011 Thanks for reply, David. :yes: It already has it's own voice type - that's why I wonder why the ghoul always roar at me first instead of saying the custom sentence from my dialogue. It's really weird. I didn't find any problems with my custom NPC dialogue - that's why I started to wonder if there's some kind of difference between human dialogue and creature dialogue... You did leave the box unchecked in the middle of the voice type box though, right, when you set it up? It's odd that he would roar and then say your sentence. Does he say all the other things that ferals will say as well, if you go into combat with him over and over again? They have quite a long list of combat chatter. Also creatures do have something called audio templates and I don't know what those do. Link to comment Share on other sites More sharing options...
Andyno Posted May 26, 2011 Author Share Posted May 26, 2011 Thanks for joining the discussion... :) I don't know what you mean by that "unchecked box in the middle of the voice type". Did you mean the "Script Processing Delay" box...? Here's two screenshots from my custom dialogue tabs (the rest of tabs are completely empty). Maybe there's some minor mistake that ruins that all... Anyway, I tested as you suggested. The ghoul says nothing but only that one sentence I mentioned before. All other responses (hit, death, etc.) stays original. I also tested another my custom creature (mirelurk king) - he sometimes responded when he was hit but the rest of dialogues/sounds are from original game. Also tested another human NPC and there's no problems so I have to admit that the creatures and humans has totally different system of dialogue... Now I'm thinking if there's some kind of bypass option to simply swap the human *.nif by the creature *.nif... But there's a chance that those sounds are attached to the corresponding *.nif so there's no chance to bypass it this way... really don't know... :rolleyes: Link to comment Share on other sites More sharing options...
llamaRCA Posted May 30, 2011 Share Posted May 30, 2011 Hey, Did you figure this out? I was talking about the dog companion in my mod, who barks way too often imo when he is following, and it's added automatically like the the attack chatter your feral has, and someone in my thread told me how to change the creature default audio using the audio template. So you would go to the Audio Templates in the Creatures section and pick the one for Feral Ghoul and then create a brand new one based on that one and rename it "My Audio Template Ghoul" or whatever and go to the Sounds tab and adjust the percentage of the Attack sounds to 0 because you don't want your feral to say anything during the attack. Then you go to your ferals creature tab and in Sounds point it to the new Audio Template you just made. Link to comment Share on other sites More sharing options...
Andyno Posted June 9, 2011 Author Share Posted June 9, 2011 Yes, I figured it out... somehow. It's not very ideal because I still don't FULLY understand these things but at least I've made a progress - at least now my ghoul isn't like a walking broken gramophone. :biggrin: Link to comment Share on other sites More sharing options...
Recommended Posts