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NPC won't start conversation


Guest deleted43426342

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Good that it's mostly working. Why they're moving about I can't say, but my understanding was that Do Not Control Target Movement and No HeadTracking should not be flagged.

 

Pay no mind to the stuff outside the red, but is the stuff in the red set like this:

https://prnt.sc/hyn704

 

If it is already and it's still not working, the package entry on the wiki does seem to indicate that using the trigger may be what you need. Unfortunately however, it seems to indicate additionally that that's all but impossible to do because of a bug that causes the trigger to be purged upon changing anything else in the entire .esp.

 

NVSE/JIP may have found a workaround to this, or there may be a function that can help keep your AI in one spot. If you already had the two tickboxes not ticked, try setting the trigger and see does that fix it. If it does, the easiest thing may be to stop editing this .esp, make a new one, and always load the new .esp and this one together, but always set the new .esp as the active file. Then you can just merge everything before releasing the mod.

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Guest deleted43426342

Unfortunately, none of that is flagged.

 

What do you mean by make a new one? As in saving what I have now under a new name?

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See the Bugs section here?

https://geckwiki.com/index.php/Dialogue_Package

 

So, try using a trigger, and if that fixes this problem, we can move on to the next step in my 'make a new one' suggestion. If it doesn't, then we can't do it that way and need a different method, which will involve scripting.

 

Right so, if the trigger on the package fixes this, make a new blank .esp file. Call it the same thing as the first one with a qualifier, like PartII or something. Then load both the original one and the blank one in the GECK and make the blank one your active file, and from now on, all edits go there.

 

The other method is to use a script. Are you using NVSE and JIP? If so, without thinking about it, it's possible you can try adding

https://geckwiki.com/index.php/FaceObject

to each result script. Maybe just test with a couple to make sure it doesn't look weird. There are probably a lot of ways to go about this, such as the standard way with SayToDone (which offers parameters to make sure each actor is facing the other for each line individually), or maybe there's a function that disables an NPC's controls or turning. I'll have a look.

 

Edit: When testing stuff like this, it's sometimes necessary to have a save from before any of it was loaded in the first place. Usually, a new game isn't necessary, but you probably at least want a save from before entering the Kings' building (assuming that's where you've left the groupies) or encountering any of the relevant NPCs.

Edited by EPDGaffney
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Guest deleted43426342

Unfortunately, it doesn't work.

 

I'm trying to use NVSE, but I can't open the GECK through it. I tried using the -editor to destination path but it won't let me change anything. And I'm not sure how JIP works.

 

Thank you!

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Wait a second:

https://prnt.sc/hyp49o

 

Maybe the package couldn't override the animations with its own because it hadn't any?

 

 

Are you already doing this to open the GECK with NVSE?

https://prnt.sc/hyp6k0

 

JIP works by simply dropping its files into the Data folder. It will add stuff to a couple of folders, including NVSE, and then you can use everything. Some of it is kind of insane not to have available, honestly.

Edited by EPDGaffney
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Brilliant.

 

So, to be clear, though you probably knew this, when I wrote, 'Set these', I obviously meant to set actual animations for the speaker and listener, not to set them to None as in the picture. Note that there's a good chance there will be a lot of animations there that won't play in this context, so try to find something basic like an Idle animation that doesn't seem to involve holding anything.

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Guest deleted43426342

So I tried it, it didn't work. In the middle of the conversation, she'll walk away. On the bright side she does the animations, so that's something.

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There must be a standard way of doing this that just works, but I don't know it. If you can remember any conversations in the vanilla game that look like this, let me know so that I can look at them.

 

For now, try adding this:

https://geckwiki.com/index.php/FaceObject

 

So, in each line of dialogue, for every single possible result script, I would put

Groupie1Ref.FaceObject Groupie2Ref
Groupie2Ref.FaceObject Groupie1Ref

and compile.

 

It has the potential to look a bit odd, depending on how desperate they are to move, so tell me how it goes.

 

I'm curious to know their packages. If they're still moving all over the place, or trying to, open the console and click on one and type GetCurrentPackage. Write down the number it has and tell me it. Then use GetCurrentStablePackage. Tell me the number. Then repeat both commands on the other groupie. You can try this every couple of seconds and see if it changes. If it does, tell me what they were doing when the numbers changed and tell me the new numbers.

 

This way, if it comes to it, we can use another package to keep them in place, once we understand how the game is interpreting their package changes.

 

Edit: Oh, and are they both moving? You said 'she' will walk away. Not 'they'. So, is one of them already staying in the one spot?

Edited by EPDGaffney
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Guest deleted43426342

I don't anything that looks exactly like this but I remember that the quest Young Hearts has a conversation too.

 

I'm going to try that right now!

 

Yes only one of them walks away. Then again I'm not surer if the other even moves away from her spot, which is odd as they do have the same AIpackage.

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