junkyard Posted March 20, 2012 Share Posted March 20, 2012 I am trying to make another dbinitiate2 that will act as a true follower. I believe I am close to getting it to work, but my new actor doesn't say anything. While the original has a bunch of INFO type dialogue entries in the users info box, my duplicate dbinitiate3 doesn't have any and I'm supposing thus doesn't speak. How can I copy over the dialogue from the original actor to the new actor? Also, is deleting the AI Packages for Wait and Follow for the original and replacing it with potential follower faction a correct way to go about converting the follower into a true follower. Link to comment Share on other sites More sharing options...
David Brasher Posted March 20, 2012 Share Posted March 20, 2012 One easy way to do it might be to edit all the conditions on the dialog infos so that the GetIsID == dbinitiate2 || dbinitiate3. I suppose you could use Unfuzer and unfuz the .fuz files in your .bsa and then track down all the voice files and apply them to the infos after creating dummy silent dialog info by info, and then renaming to replace and then relipifying after deleting old .lip files and unneeded silent dialog. But that is sort of a pain to do. Unless the voice type used by the followers is supported for generic followers, you can't just plop them into the potential follower faction and have it work. You would likely lose your Dark Brotherhood dialog too. It might be better to go the other route and have both followers use doctored versions of the original AI packages. Link to comment Share on other sites More sharing options...
junkyard Posted March 20, 2012 Author Share Posted March 20, 2012 (edited) I tried quite a bit, but I can't seem to find where the Dialogue INFOs are located in the creation kit, so to try your first suggestion, GetIsID == dbinitiate2 || dbinitiate3. It seems the dialogude and AI packages are tied closely together, so I can't just do the faction method of creating a follower. I wanted to do it this way as the mod "Multiple Followers" uses scripting based on the factions and not on AI packages. Plus, the AI package follows me *very* closely, where it seems the potential follower method keeps its distance and stacks better with other followers in the current follower faction. On a side note: What do the pro's use to design NPC faces? Not the creation kit I'm assuming. Hair, face, weight, etc. I read one suggestion of making a character in game, then putting the save file through wyre bash to get at the npc info. Any help much appreciated. Edited March 20, 2012 by junkyard Link to comment Share on other sites More sharing options...
David Brasher Posted March 20, 2012 Share Posted March 20, 2012 If you want the actors to follow at a greater distance, you can go into the AI packages and edit "Min Radius" and "Max Radius" so that they are greater numbers. One option might be to just toss aside the original follower system and use a follower system like this mod does: Followers Unlimited The professionals at Bethesda built and then used the CK to make their faces. When they built the hairs, they used something like Blender. That is how people are building new hair mods now. They used the CK to make faces. It takes a bit of time and practice to get good results from the controls. A lot of people now are making mods with different bodies and faces because they don't like Bethesda's faces which are pretty blocky. Link to comment Share on other sites More sharing options...
junkyard Posted March 20, 2012 Author Share Posted March 20, 2012 (edited) Okay. Thanks for the input. I'll try get better at the CK at making NPC faces rather than another method. I'll check out the new followers unlimited's system. Maybe try compare the systems being used in Increased Follower Limit too. That one seems new and well received. Multiple Followers seems to have died as well. Edited March 20, 2012 by junkyard Link to comment Share on other sites More sharing options...
junkyard Posted March 23, 2012 Author Share Posted March 23, 2012 (edited) Okay. Thanks for the input. I'll try get better at the CK at making NPC faces rather than another method. I'll check out the new followers unlimited's system. Maybe try compare the systems being used in Increased Follower Limit too. That one seems new and well received. Multiple Followers seems to have died as well. I did what you suggested. I added a new entry to each dialogue info where i replaced dbinitiate2 with dbinitiate3, my new dbinitiate.So now every dialogue info had two identical entires, one for each dbinitiate. Lol. Whats funny is I started up the game and the new dbinitiate was automatically added to my party and following me in a strange twin like way to dbinitiate2. I obviously have a lot more to learn about the CK, but its a start I guess. Some of the getitsID are OR and some are AND. I suppose I'll just match them throughout the dialogue. Wow, this is cumbersome. NM. I'll change both new and old to OR like instructed and give that a try. Edited March 23, 2012 by junkyard Link to comment Share on other sites More sharing options...
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