Povuholo Posted January 16, 2008 Share Posted January 16, 2008 I'm trying to get a creature to talk. I read through this but that didn't really seem to help. But I was wondering, is there another way? Without using OBSE, by the way. If that matters. Oh and it's a goblin. I have created talking creatures before by simply using message boxes. It works, but it takes some time to set up and it doesn't look as good as the dialogue screen. So if there is no other way I can still do that. It's for Kragenir's Death Quest. :) Link to comment Share on other sites More sharing options...
LoginToDownload Posted January 16, 2008 Share Posted January 16, 2008 If you put an NPC off-cell (most likely a new NPC in a holding cell) and have it activated by the player via script, it will open a dialogue-box at the character's current position. No fancy zoom in or anything, though. Combine that with a script to make the player/goblin look at each-other, and it's probably your best bet. Link to comment Share on other sites More sharing options...
Povuholo Posted January 16, 2008 Author Share Posted January 16, 2008 If you put an NPC off-cell (most likely a new NPC in a holding cell) and have it activated by the player via script, it will open a dialogue-box at the character's current position. No fancy zoom in or anything, though. Combine that with a script to make the player/goblin look at each-other, and it's probably your best bet.Really? I thought it only works when the npc is actually in front of the player and by using StartConversation. But I'll give it a try. :thumbsup: Edit: It doesn't work. I also tried it with the npc being in the same cell. I tried both player.activate povssvoicenpcref and povssvoicenpcref.activate player. Not at the same time of course. I used this script: scn povsskragenircreature01script begin onactivate player.activate povssvoicenpcref endThis script is on the monster that needs to talk, and povssvoicenpcref is the NPC. I knew that was too easy to work. :P Link to comment Share on other sites More sharing options...
LoginToDownload Posted January 16, 2008 Share Posted January 16, 2008 Weird... I just did this in the CS a couple week ago, and it looks liks yours should work... Mine went like this... Begin ScriptEffectUpdate if (phase < 5) set phase to phase + 1 return ;Giving the faceless a few frames to take the "standing" animation, so you don't talk to him in mid-walk. elseif (phase == 5) SetUnconscious 0 HumanSpeakerRef.Activate player set phase to 6 return elseif (phase == 6) set NewDisp to (HumanSpeakerRef.GetDisposition player - GetDisposition player) ModDisposition player NewDisp set phase to 7 return set RemoveTime to 1 endif message "Conversation Ended", 1 RemoveSpell HumanStartConversation end HumanSpeakerRef hangs out ghosted and invisible in Abandoned Mine. It's in a spell effect (SetUnconscious 1 occurs in the OnActivate block) so it had time to properly face the player and revert to the "standing" animation. Never caused me any trouble... The theory of the mod was to create creatures that use human skeletons, animations, and armor meshes, to make large-scale battles somewhat more doable. The idea to do the dialogue like this came from the Complete Ranger's wolf companion, which did the same thing. I could upload, if you want, but it's not finished and not liable to become so unless I can figure out governing sounds with animations. Link to comment Share on other sites More sharing options...
Povuholo Posted January 17, 2008 Author Share Posted January 17, 2008 Strange. Maybe it's because I'm using the 1.1 official patch and the original Construction Set instead of 1.2. Maybe one of the changes to the CS allowed that to work. Link to comment Share on other sites More sharing options...
LoginToDownload Posted January 17, 2008 Share Posted January 17, 2008 I wouldn't imagine your Construction Set version had anything to do with it, but your Oblivion version sounds likely. You could give The Complete Ranger a go and see if it works? Link to comment Share on other sites More sharing options...
Zenchii Posted February 23, 2008 Share Posted February 23, 2008 I'm trying to get a creature to talk. I read through this but that didn't really seem to help. But I was wondering, is there another way? Without using OBSE, by the way. If that matters. Oh and it's a goblin. I have created talking creatures before by simply using message boxes. It works, but it takes some time to set up and it doesn't look as good as the dialogue screen. So if there is no other way I can still do that. It's for Kragenir's Death Quest. :) I don't know how to do it Myself but I know someone who does: http://www.youtube.com/watch?v=vnLSL0dbrgg I hope that helped. :) Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.