csbx Posted March 5, 2016 Share Posted March 5, 2016 I'm working on a mod that would require the following function at multiple points. In short, I want to be able to trigger (e.g. by entering a certain geographic zone)1) subtitled text that is supposed to represent the player's thoughts2) a custom sound (utterance) coming from the player character (e.g. 'hmmm..') I appreciate the busyness of the knowledgeable minds floating around here--and so even taking a moment to provide a general direction / tutorial to look at would be great. Thanks ! Link to comment Share on other sites More sharing options...
LegacyCloud Posted March 5, 2016 Share Posted March 5, 2016 I am actually working on something similar but to add lip synced dialogue to the PC, though I'm not quite at that stage yet (still working on implementation for actual dialogues!). My best suggestion - and personal plan - is to dissect and reverse engineer a script which does the same for a follower mod like Vilja or Sofia, since these are highly intelligent and even quest/location aware rather than simple event triggers. If there's any further way we can help each other out (given similar developments it seems) drop me a PM :) Link to comment Share on other sites More sharing options...
BigBizkit Posted March 5, 2016 Share Posted March 5, 2016 1) subtitled text that is supposed to represent the player's thoughts Several options with different drawbacks: a) (easy) debug notifications / messages. drawback: they'll be displayed at the top left of the screen. b) (medium) talking invisible npc / activator. Drawback: afaik those will always have <Their Name>: Text they are supposed to say. Possible workaround is to spawn a clone of the player (there is a console command), make it invisible and have it say the lines. That way it'll be <Player Name>: Text. My best suggestion - and personal plan - is to dissect and reverse engineer a script which does the same for a follower mod like Vilja or Sofia, since these are highly intelligent and even quest/location aware rather than simple event triggers.How is this highly intelligent? The dialogue is quest/locations based, so it is just simple condition checks that lead to quest awareness. Not to take away from said mods, but it is not like some kind of new AI or anything. Link to comment Share on other sites More sharing options...
csbx Posted March 6, 2016 Author Share Posted March 6, 2016 (edited) @legacycloud: absolutely. I'll return with anything I come up with. I'll have a look at followers--though I'm hoping the scripting itself will be as light as possible. @Bigbizkit: thanks. The irony is that the simplest approach (debug window) is probably the most ideal (though I hate pausing the game). Text that briefly appears as a notification or subtitle is apt to be missed. I'm committing to this approach at least at the alpha stage. Is triggering audio from the player character (does not need to be synched) easy ? Or does this require spawned invisible doppelgangers. I really only need a custom sound that plays in just the way that a 'grunt' sound is triggered when you do a power move. Edited March 6, 2016 by csbx Link to comment Share on other sites More sharing options...
BigBizkit Posted March 6, 2016 Share Posted March 6, 2016 http://www.creationkit.com/Play_-_Sound Sounds cannot be longer than 300 secs / 180 secs or something. Not sure, but there was a limit over which the CK would crash every time. Link to comment Share on other sites More sharing options...
CorriKinz Posted March 6, 2016 Share Posted March 6, 2016 *enters a huge bandit camp*I NEED SPACE!! Link to comment Share on other sites More sharing options...
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