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Talking to a Conjured Actor


Eldurin

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I want the player to be able to initiate dialogue with a conjured actor (creature or NPC), but something seems to be blocking the dialogue from coming up in-game

 

Does anyone know of a mod where you can talk to something you conjured so I can learn from it? Or have an idea what is blocking conversation options with conjured actors?

 

BTW, all my other NPC dialogue works perfectly, so this isn't a basic problem, but rather something specific to conjured actors. The "dialogue" shows up as properly attached to the actor in the Creation Kit.

 

Thanks in advance for your help! I assume this is a simple problem or fix, but I've been stymied for weeks!

 

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I've never used conjured npcs and didn't know they were different in a way relevant to dialogue. weird. What happens if you give them a standard voiceset ? What happens when you activate them ? what happens if you set up a scene with a forcegreet package ? This would be an obvious way to see if it's an activation issue or a dialogue issue. I'm sure you've done these tests, but this info might help us troubleshoot.

 

Edit: You've generated a seq file (if start game enabled quest) and started from a new game / save not touched by your mod ? I have to ask just because it would be a pain in the ass if it were this simple.

Edited by csbx
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Another forum visitor did extensive testing trying to solve this problem and was not able to. Sorry I don't remember who it was. If it is a custom summon spell then you should script it so that an independent version of the actor is placed instead of using a summoning effect. You can make this appear relatively seamless to the player with a little effort so they won't be able to tell the difference.
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I've never used conjured npcs and didn't know they were different in a way relevant to dialogue. weird. What happens if you give them a standard voiceset ? What happens when you activate them ? what happens if you set up a scene with a forcegreet package ? This would be an obvious way to see if it's an activation issue or a dialogue issue. I'm sure you've done these tests, but this info might help us troubleshoot.

 

Edit: You've generated a seq file (if start game enabled quest) and started from a new game / save not touched by your mod ? I have to ask just because it would be a pain in the ass if it were this simple.

 

Thank you for your input. I have tried those things with the exception of using ForceGreet. I'll try that; thanks!

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Another forum visitor did extensive testing trying to solve this problem and was not able to. Sorry I don't remember who it was. If it is a custom summon spell then you should script it so that an independent version of the actor is placed instead of using a summoning effect. You can make this appear relatively seamless to the player with a little effort so they won't be able to tell the difference.

 

That's good to know, Lofgren, thank you. I am using a customized summoning spell, so I will move toward your excellent workaround if I am unable to otherwise resolve this issue. Appreciate the help!

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