dagobaking Posted June 20, 2018 Share Posted June 20, 2018 I am wanting to use "SayCustom" in order to cause Actors say dialogue lines via Papyrus script. It looks like you can do this by attached keywords to topics. However, in the CK, I don't see where you can add a Keyword to a Topic. Can someone clarify how that is done? Thank you. Link to comment Share on other sites More sharing options...
deadbeeftffn Posted June 20, 2018 Share Posted June 20, 2018 No sure what topics do you mean. In quests you may add conditions to a player dialogue. Double click on the text in the info-window and add a condition "HasKeyword".... Just a guess Link to comment Share on other sites More sharing options...
dagobaking Posted June 20, 2018 Author Share Posted June 20, 2018 No sure what topics do you mean. In quests you may add conditions to a player dialogue. Double click on the text in the info-window and add a condition "HasKeyword".... Just a guess I am trying to follow the advice on the SayCustom page: https://www.creationkit.com/fallout4/index.php?title=Topic_Script Script properties pointing to Topics often end up being Null do to loading issues. If you try to fill a Topic property before a quest finishes promoting its topics, you will end up with a Null property at run time (even though the editor happily lets you set the property).Recommendations for getting actors to say things on cue:Put them in a scene, and use a dialogue scene actionPut them in a Say/Forcegreet PackageUse the SayCustom - ObjectReference function instead (which uses keywords instead of topics) So, I'm looking for how to implement the last recommended method. Setting up the SayCustom code is straight forward. But, I'm not sure how to associate keywords with the lines/audio that will be said. Anyone? Bueller? Bueller? Link to comment Share on other sites More sharing options...
llamaRCA Posted June 20, 2018 Share Posted June 20, 2018 Hi :smile: You don't add the keyword to the topic itself. Go make the keyword you want and then go into the Player Dialogue tab. At the top of the page under the tabs is a pulldown for Keyword and that's how you associate the keyword with the individual info. To set it up make a dialogue topic (inside of an existing branch or make a new branch) then click on the new topic so it's highlighted (or you can rename an existing one). Then use the Keyword pulldown to change the name of the topic to the keyword. Then create the info inside that topic. Then when you call SayCustom it'll play that info. Link to comment Share on other sites More sharing options...
dagobaking Posted June 20, 2018 Author Share Posted June 20, 2018 Aha! Thank you for the clarification. Link to comment Share on other sites More sharing options...
dagobaking Posted June 20, 2018 Author Share Posted June 20, 2018 To set it up make a dialogue topic (inside of an existing branch or make a new branch) then click on the new topic so it's highlighted (or you can rename an existing one). Then use the Keyword pulldown to change the name of the topic to the keyword. Then create the info inside that topic. Then when you call SayCustom it'll play that info. Ok. I tried this and it didn't play. I used a "robo" voice to make just a random sentence to test with. Is there something I need to do to complete that and make it functional? Or any other minimum requirements? For example, does the Actor need to be in an alias in that Quest for this to work? Link to comment Share on other sites More sharing options...
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