Mktavish Posted January 6, 2018 Share Posted January 6, 2018 (edited) Changing voice type can alter the dialogue ... did you use another vanilla voice or make a new one. Making a new one will segregate them from all of the auto dialogue. It is the "GetIsId" they would still do. Unless the quest has voice type conditions ... which are usually on the first page. One quest does not hold all their dialogue. It is over many . But like mentioned earlier ... Do Not Delete topics ... or even info's. Change the conditions. Edited January 6, 2018 by Mktavish Link to comment Share on other sites More sharing options...
EPDGaffney Posted January 6, 2018 Share Posted January 6, 2018 Also, how did you delete that NPC? I really wouldn't mess with too much in the records if possible, for the sake of compatibility (say another mod uses the same lines and they're gone). To delete her, I would just delete her reference in the render window of the cell she starts in, if you have to (which I don't recommend unless you absolutely have to or this is strictly a personal mod not intended for distribution). Link to comment Share on other sites More sharing options...
Guest deleted43426342 Posted January 11, 2018 Share Posted January 11, 2018 Changing voice type can alter the dialogue ... did you use another vanilla voice or make a new one. Making a new one will segregate them from all of the auto dialogue. It is the "GetIsId" they would still do. Unless the quest has voice type conditions ... which are usually on the first page. One quest does not hold all their dialogue. It is over many . But like mentioned earlier ... Do Not Delete topics ... or even info's. Change the conditions. I made a new voice type. Actually, they're NPCs the player really can't interact with, they just say a line but you can't reply. Those lines could be found in one quest. Yeah, I probably should've done that instead but it works now! Also, how did you delete that NPC? I really wouldn't mess with too much in the records if possible, for the sake of compatibility (say another mod uses the same lines and they're gone). To delete her, I would just delete her reference in the render window of the cell she starts in, if you have to (which I don't recommend unless you absolutely have to or this is strictly a personal mod not intended for distribution).Oh ha, I worded that wrong. I meant that, I'm not sure now but, they both said the same lines and because they both needed new lines I would've had deleted hers too. And I doubt that any mod uses these lines, as they're both only said by two pretty insignificant NPCs. Link to comment Share on other sites More sharing options...
EPDGaffney Posted January 12, 2018 Share Posted January 12, 2018 I know what you mean, and the truth is, you're probably right and almost no mod will depend on these NPCs or their lines. I'm more just saying that this is one of the major rules of modding -- you do not mess with vanilla assets if you can help it. So, although you're probably right about this, at least for the vast majority of load orders, take either of these scenarios: a) A quest mod involves killing Groupie 1, and then it makes Groupie 2 say a specific line that she would say when someone in her faction dies, and when that line is done, a modded NPC responds and that response advances the quest line. This becomes impossible with your mod installed. Both mods probably should have avoided touching vanilla assets, but the hypothetical one I'm describing, if done right, could actually be done without producing a conflict with mods loaded before it in a load order, but yours couldn't. b) Someone else starts to think about which NPCs were underused and then decides the groupies would be a good couple of characters to improve. Well, whilst this is a great idea to improve a player's overall experience, there is a good amount of room for conflict with it, and both this hypothetical mod and yours would probably be impossible to have installed together. Mod conflicts are a necessary evil, but my point is that this is how we can reduce them. If this is your own personal mod, you can do whatever you want, but if you put this on the Nexus, you have to disclose where it has the potential to have a conflict, which in addition to being mostly avoidable, means you now need to spoil your own mod for players. I'm just giving you examples. If these are the only vanilla characters you ever do this to, it probably won't conflict with much if it conflicts with anything. I'm mostly cautioning against it in future. Link to comment Share on other sites More sharing options...
Guest deleted43426342 Posted January 12, 2018 Share Posted January 12, 2018 Yeah, you're probably right. I'll see what I can do to make it more compatible with other mods! Link to comment Share on other sites More sharing options...
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