Goldenhaze80 Posted August 19, 2011 Share Posted August 19, 2011 (edited) is it possible? I'm trying to create an NPC for a companion mod I am making. For the first stage I simply want him placed and functioning like any other npc. I have the placement customization and AI packages all down just curious if I could import the dialogue from lets say an existing Khajiit thief to my NPC... so he can talk with other npcs and myself.... how do I do this? using windows XPmods installed are OOO, horse armor, orrery, spelltomes, and Wizard's tower.Just to clarify, I hope to simply import a full dialog setup from one existing NPC to be used by my custom NPC as well... hopefully without causing conflicts..... any suggestions will be vastly appreciated and most welcome. Edited August 19, 2011 by Goldenhaze80 Link to comment Share on other sites More sharing options...
David Brasher Posted August 19, 2011 Share Posted August 19, 2011 Which dialog were you wanting to use? Your NPC will already use generic Khajiit dialog such as GREETINGs and rumors and you don't have to lift a finger. If there are some specific custom lines of dialog that some Khajiit thief in the game says that you are wanting to duplicate, then there are a couple of ways to go about it: (1) The simplest but most conflict-prone way to do it would be to go change the existing dialog infos of the original NPC. So if you wanted to use the lines that Ksharr uses, then you would go edit the conditions on the infos to be like:GetIsId Ksharr == 1 ORGetIsId AAMYNewNPC == 1 OR (2) The best practices way to do this would be to duplicate the .MP3 and .lip files in file manager and change their filenames to match the names of the files called for by the dialog of your custom NPC in the CS. Link to comment Share on other sites More sharing options...
lgpmichael Posted August 19, 2011 Share Posted August 19, 2011 (edited) is it possible? I'm trying to create an NPC for a companion mod I am making. For the first stage I simply want him placed and functioning like any other npc. I have the placement customization and AI packages all down just curious if I could import the dialogue from lets say an existing Khajiit thief to my NPC... so he can talk with other npcs and myself.... how do I do this? using windows XPmods installed are OOO, horse armor, orrery, spelltomes, and Wizard's tower.Just to clarify, I hope to simply import a full dialog setup from one existing NPC to be used by my custom NPC as well... hopefully without causing conflicts..... any suggestions will be vastly appreciated and most welcome. Bear in mind most dialog is simply assigned to certain groups. If you look at any dialog you will see conditions such as GetRace Khajiit == 1 which will mean that that dialog will be available to any NPC set as the Khajiit race. Then you have things like IsInFaction SkingradCastle == 1 which will then assign other dialog to NPC's in that faction for localised chatter. Overall, as long as you set appropriate factions and race you should get what you are looking for. Don't think of it as 'copying dialog over' think of it as 'dialog affects this group, move the NPC into that group' You of course then add in custom per-NPC dialog using the condition GetId MyNPCBaseRef == 1 Also you should understand that what you do in the dialog conditions is set who is ALLOWED to have the dialog, so leaving no conditions will mean nobody is allowed to use that dialog line. Edited August 19, 2011 by lgpmichael Link to comment Share on other sites More sharing options...
David Brasher Posted August 20, 2011 Share Posted August 20, 2011 Also you should understand that what you do in the dialog conditions is set who is ALLOWED to have the dialog, so leaving no conditions will mean nobody is allowed to use that dialog line. Actually placing no conditions on dialog creates a strange bug where EVERYBODY in the game will use your custom dialog, and usually at the most inappropriate times. This symptom is recessive and will only display near the bottom of the list when most other dialog options have been exhausted. So you can play along for awhile without realizing you have a buggy mod, and then BAM! So you must never have any dialog with no conditions at all placed on it. Link to comment Share on other sites More sharing options...
Goldenhaze80 Posted August 20, 2011 Author Share Posted August 20, 2011 I think I know what My issue is from what you all have contributed here.... The "kajiit" I'm attempting to create is actually a slightly modded Khajiit labeled Ka Po'Tun which would explain the "I HAVE NO GREETING" response so it appears that I need to alter my methods in this mod. to work around this in the most simple way I'll take my modded abilities (and stat placement notes) and alter an actual Khajiit... thanks guys for shining a light on this arcanum of the CS for me. Explains why I could not find any tutes on the subject aside from quest creation. Unless there happens to be a way to have my custom race "considered" a Khajiit for this purpose? Link to comment Share on other sites More sharing options...
Goldenhaze80 Posted August 20, 2011 Author Share Posted August 20, 2011 by the way: the fact that you knew it was K'shaar is a testament to your knowledge base... and kind of blew my mind Link to comment Share on other sites More sharing options...
Recommended Posts