Calbeck Posted August 15, 2018 Share Posted August 15, 2018 (edited) I created a patch which mods the appearance of NPCs in one mod to match the aesthetic of another mod. All modded NPCs now have a higher-numbered FormID (from 01xxx to 04xxx), which as I understand it is supposed to allow them to override the original NPCs when the patch is lowest in the load order. What actually happens is that the game now switches between the original and new versions of the NPCs every time you load the interior cell where they exist. If the originals use vanilla-game dialogue (such as an NPC guard delivering a standard response line), then it works for both, but if they use modded dialogue (new lines, voice-acting, etc) then their lips will move but that's it. If you wait it out you'll eventually get the dialogue tree itself, but no subtitles and no voice in between. So what I need is to find out how to make the new versions of NPCs properly override the originals, as well as how to ensure their voice files are correctly called up. I'm just not finding any info anywhere on that. Edited August 15, 2018 by Calbeck Link to comment Share on other sites More sharing options...
Calbeck Posted August 15, 2018 Author Share Posted August 15, 2018 (edited) UPDATE: I'd missed adding the original mod as a master, and now all modded NPCs appear with DUPLICATE000 appended. The FormIDs also updated to 04xxx (originals) and 05xxx (dupes). I'm guessing at this point that the whole thing is a wash and needs to be reworked from scratch, as I can't just overwrite the originals with the dupes? Edited August 15, 2018 by Calbeck Link to comment Share on other sites More sharing options...
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