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Talking Creatures?


Povuholo

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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. :)

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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.
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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
end

This script is on the monster that needs to talk, and povssvoicenpcref is the NPC.

 

I knew that was too easy to work. :P

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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.

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  • 1 month later...
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. :)

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