Kohdi Posted March 5, 2012 Share Posted March 5, 2012 Me again. At least it's not scripting. I'm in the process of making a fully-custom NPC with new greetings, dialogue, conversation topics, and a small quest, so far most of it is going good. I've just recently begun making "misc" dialogue like hellos and goodbyes, combat shouts, etc. My NPC in-game, however, does not want to talk to me, on activation he simply glances over, thinks better of it, and walks away. This is a bummer, because I also need to test out his deeper dialogue (which was working before I started in on greetings). The greetings I've made have a couple conditions apiece, mostly time or quest related, and all are given my new voice type (unique to my NPC) and a silent voice file (folder structure is accurate). There is always at least a few which can be used at any given time. According to Bethesda's tutorial on this I haven't missed a step, yet the facts remain. Any ideas on what I might be missing are greatly appreciated, as always. Link to comment Share on other sites More sharing options...
scrivener07 Posted March 5, 2012 Share Posted March 5, 2012 Something possessed me to write THIS post on SM Events and I noticed a hello event while poking around but I think there is another way. Look at the DialogueKynesgrove under the MISC tab. Looks like all hellos for that area are listed there along with the quest being 'start game enabled' If you adding or editing hellos for existing towns or holds the naming schema seems to be DialogueTownName. It could also be that your plugin cant find your custom audio files. Its know that if a piece of dialogue doesnt have an audio it wont show up at all. Working with audio is a major pain. http://forums.nexusmods.com/index.php?/topic/470044-how-to-encode-xwma-files/http://forums.nexusmods.com/index.php?/topic/577443-tutorial-adding-custom-voice-even-if-the-ck-wont/page__hl__dialoguehttp://www.microsoft.com/download/en/confirmation.aspx?id=6812 <--warning! direct download link for SDKThese are some links that helped me on the audio side of things. The only way I could get it to work was by packaging a .lip and .wma into a .fuz even though the CK says its looking for a .wma or .wav. Even then its very frustrating. Post back if that helped Link to comment Share on other sites More sharing options...
Kohdi Posted March 5, 2012 Author Share Posted March 5, 2012 Thank you for the tips, I'm going to try out an SM node to see how that works. What still bugs me, though, is that the greetings I've set should be said when the player 'activates' my NPC, not when I simply walk near him. I might try making the greetins a regular dialogue branch, because I'm not seeing much of a difference in functionality (especially if this doesn't work). Kind of on a side note, the way I've been managing the voice files is 1- write the topic, set character condition, 2- go back into the topic to see the name assigned to the nonexistant sound file, 3- rename a silent WAV file with the assigned name. So far, it's worked great for me (just tedious and space-consuming). Link to comment Share on other sites More sharing options...
scrivener07 Posted March 5, 2012 Share Posted March 5, 2012 (just tedious and space-consuming).It is. If you want your dialogue to happen when an actor is activated you want to add this as a top level dialogue branch under your quests player dialogue tab. Now that I think about it Im sure you already knew about that, so if your trying to use a hello to start dialogue you may have been looking for a forcegreet package the whole time. How EXACTLY do you want your npcs conversation to go. Dont want to steer you the wrong direction for no reason. Link to comment Share on other sites More sharing options...
Kohdi Posted March 5, 2012 Author Share Posted March 5, 2012 I'll have to look into the Player Dialogue tab, as yet I haven't used it. What I'm going for is for my actor to give one of a few hellos on activation (when the player specifically activates the NPC), then go into the normal conversation topics, but not when the player simply walks near the NPC. I can only write so much dialogue, and I always found the walkby-conversation a bit repetitive. Link to comment Share on other sites More sharing options...
Kohdi Posted March 6, 2012 Author Share Posted March 6, 2012 Yay! Problem solved. My NPC had a quest alias assigned, but I realized he doesn't need it and after deletion he is saying all my custom greetings. I still need to work with the player dialogue tab, but I think I understand it better now. Back to work... Link to comment Share on other sites More sharing options...
fteghost Posted March 6, 2012 Share Posted March 6, 2012 Just today a couple of my actors won't use hellos. Everything else works(goodbyes, combat, quest dialogue) just not hellos. Link to comment Share on other sites More sharing options...
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