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Duplicate scene including all dialogue


csbx

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For a quest I'm working on I'm trying to extend the possibilities for a vanilla npc by disabling them (at some point) and then enabling a duplicate npc that takes their place (and whose scene dialogue I can then add to). This only occurs after any quests the npc is relevant to are finished.

 

The problem I am finding, though, is that one can't really duplicate scenes. Given that I obviously don't want to have to re-type and associate massive numbers of lines in order to, e.g., have that npc continue to act as a vendor (and in their own voice), is there some obvious way to do this that I'm not aware of ? I'm trying to avoiding the intrusion of altering the vanilla scene.

Edited by csbx
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If you set up a new quest with a new scene you can copy the actions from the original scene into the new one.

 

However, unless the dialogue used in the original scene is "shared" which would allow you to use the same dialogue files again in your new scene with no additional work, you will need to add copies of the dialogue used in the new scene and rename them with the file names from the dialogue in the new scene.

 

Oh, there is one more thing. There is a spot on the dialogue form that seems to indicate that one can point dialogue to a chosen file. ("Override Filename"). I don't know if it works (I've never tried it) but you might experiment with that to see if you can rename your new dialogue with the same file name as the original one.

 

Edit: added more detail

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Can confirm Override Filename works great for one-liners and has been a huge time-saver. Just leave off the last digit though since CK will fill it in for you (the last digit added automatically corresponds to the line #).

 

Override Filename doesn't work though if there's more than 1 line in an NPC response. Also, it's only an option in Fallout CK, doesn't work in Skyrim.

 

If you map dialogue out in Word or Excel prior to inputting into Creation Kit, recreating a scene from scratch is still some work, but not as bad as it sounds. Personally I find mapping "Override Filename" to certain dialogue stored in an Excel doc, and then copy/pasting the text and filename override into CK is quicker than using the "shared" dialogue option in CK. It also gives you an index, for future reference, of a number of different variations for the player to say yes, no, etc.

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