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Need Help Adding "Rumors" to an existing Mod-added NPC


myrmaad

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I have a mod that adds a servant to a buyable mod house.

 

I want to add Rumors to her dialogue so that I can customize her equipment (with Toaster's CSR)

 

But I'm having trouble in the CS figuring out how to make any changes to her dialogues.

 

I did uncheck the "No Rumors" check box on her main object window.

 

Ideally I would also like to add a sex check to her scripted dialogue, (she keeps calling me "Sir" like Peppermint Patty). I'd be happy if I could just change it to Ma'am without a script check.

 

On second thought, she has no sound files with "ma'am" recorded so that isn't going to work.

 

 

Anyway, is there an easier to find tutorial, or a simpler way to just add rumors to her topics. Obviously it can be any voice. I've read this page: http://cs.elderscrolls.com/constwiki/index...diting_Dialogue

but so far it's not working.

 

Actually it would be great to substitute Eyja's voice and script for both the main greeting and the rumors packages, but I'd be happy just to get the rumors topic going.

 

Can anyone see what's wrong by looking at this? I've checked and she still doesn't have the rumors topic.

http://i26.photobucket.com/albums/c117/SeaBlossom/otherstuff/oblivion/Image1-1.jpg

 

PS -

 

Sorry but in a review by me, which I take very seriously, the modder will get points off for not taking into account a female player character.

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Hello, myrmaad. I once experienced the same trouble in adding/removing Rumors topic to/from an NPC. If my memory doesn't fail me, Rumors topic won't show up only because you uncheck the "No Rumors". I suppose you need to disable the mod at least once after you uncheck the "No Rumors". Perhaps. when the NPC was added (the mod was applied) and you saved your game, the NPC's attribute of the "No Rumors" must have been fixed in your save data. So, I think the following process would be needed.

 

1. Uncheck the "No Rumor" in the CS.

2. Disable the mod by unchecking it from the Data Files Menu on Main Menu of Oblivion Launcher.

3. Start the game without the mod and save it, then the existance of the NPC itself will be gone from you save data.

4. Exit the game.

5. Activate the mod by checking it from the Data Files Menu on Main Menu of Oblivion Launcher

6. Start the game from the save data that you clean in the above (Step 3).

7. Perhaps, she would have Rumors topic.

 

As you know, to save the game with the mod disabled is to lose all the data that you have done with the mod. So, I would recommend you to create a new save data in the above Step 3 just in case. As for the sex check, I guess your method is not incorrect, seeing the image. One thing that I noticed was that the "Run on Target" had not been checked yet. To check a player's sex, I think it is necessary to check it.

 

I would be glad if the above could be of any help to you. And sorry if my explanation is hard to understand (as I'm not an English speaker). Good luck!

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Hello, myrmaad. I once experienced the same trouble in adding/removing Rumors topic to/from an NPC. If my memory doesn't fail me, Rumors topic won't show up only because you uncheck the "No Rumors". I suppose you need to disable the mod at least once after you uncheck the "No Rumors". Perhaps. when the NPC was added (the mod was applied) and you saved your game, the NPC's attribute of the "No Rumors" must have been fixed in your save data. So, I think the following process would be needed.

 

1. Uncheck the "No Rumor" in the CS.

2. Disable the mod by unchecking it from the Data Files Menu on Main Menu of Oblivion Launcher.

3. Start the game without the mod and save it, then the existance of the NPC itself will be gone from you save data.

4. Exit the game.

5. Activate the mod by checking it from the Data Files Menu on Main Menu of Oblivion Launcher

6. Start the game from the save data that you clean in the above (Step 3).

7. Perhaps, she would have Rumors topic.

 

As you know, to save the game with the mod disabled is to lose all the data that you have done with the mod. So, I would recommend you to create a new save data in the above Step 3 just in case. As for the sex check, I guess your method is not incorrect, seeing the image. One thing that I noticed was that the "Run on Target" had not been checked yet. To check a player's sex, I think it is necessary to check it.

 

I would be glad if the above could be of any help to you. And sorry if my explanation is hard to understand (as I'm not an English speaker). Good luck!

 

 

This is very helpful. I thought to check the run on target box, but never fully disabled the mod. I'm going to try it, it seems like the best option! Thank you so much!!

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I wrote a series of Tutorials that start with what you want to know and built up to the sort of quests I normally mate in 3 easy steps. I believe you need the first one. Maybe the other two as well.

 

Oblivion Tutorial Part 1: Adding Dialog to an NPC.

http://www.mechstorm.net/forums/index.php?showtopic=4060

 

 

Oblivion Tutorial Part 2: Making a Basic Quest

http://www.mechstorm.net/forums/index.php?showtopic=4063

 

 

Oblivion Tutorial Part 3: Making an Advanced Quest.

http://www.mechstorm.net/forums/index.php?showtopic=4064

 

Giskard

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I wrote a series of Tutorials that start with what you want to know and built up to the sort of quests I normally mate in 3 easy steps. I believe you need the first one. Maybe the other two as well.

 

Oblivion Tutorial Part 1: Adding Dialog to an NPC.

http://www.mechstorm.net/forums/index.php?showtopic=4060

 

 

Oblivion Tutorial Part 2: Making a Basic Quest

http://www.mechstorm.net/forums/index.php?showtopic=4063

 

 

Oblivion Tutorial Part 3: Making an Advanced Quest.

http://www.mechstorm.net/forums/index.php?showtopic=4064

 

Giskard

 

 

Thank you! (I love your mods!)

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I wrote a series of Tutorials that start with what you want to know and built up to the sort of quests I normally mate in 3 easy steps. I believe you need the first one. Maybe the other two as well.

 

Oblivion Tutorial Part 1: Adding Dialog to an NPC.

http://www.mechstorm.net/forums/index.php?showtopic=4060

 

 

Oblivion Tutorial Part 2: Making a Basic Quest

http://www.mechstorm.net/forums/index.php?showtopic=4063

 

 

Oblivion Tutorial Part 3: Making an Advanced Quest.

http://www.mechstorm.net/forums/index.php?showtopic=4064

 

Giskard

 

 

Thank you! (I love your mods!)

 

And I love everybody elses too so we have a nice little system here where we all make wonderful things for each other. I hope to see your great contribution when your done mate :)

 

I found it very unwise to allow my own success to become a blunt weapon for use against other modders as some have tried to do to me. It would make unapproachable and deny me the one thing I enjoy and thats mod maker to mod maker chats about ideas, tricks, ways of working, or what would be fun to do. Did you know the best teams form naturally through such chats ?

 

I might actually point that out in a separate post....

 

Anyway good luck with your mod, but dont rush it, stop and think about the power of your idea, for example did you know it could be used to provoke NPCs in to starting a bar fight where you could legally kill them or persuade a guard to leave his post. Your idea has much value, I hope you recognise it and have fun with it mate.

 

Giskard

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This is very helpful. I thought to check the run on target box, but never fully disabled the mod. I'm going to try it, it seems like the best option! Thank you so much!!

 

My pleasure. Very glad to hear that helped you. Hopefully, the problem of "Rumors" will be solved. I forgot to write one thing. I'm going to add one additional explanation about the Eyja's voice for your information. I understand you would like to apply Eyja's voice files to the NPC of the mod. It's right? First of all, you need to get the voice files and lip files by extracting them from a "bsa" file, which lies in the folder "Oblivion/Data/", where you will see some bsa files. Eyja's voice files and lip files lie in the file "Oblivion - voice2.bsa". Mp3 files contain sound and lip files contain animation of the lip, both of which you need. This work requires a tool to extract them. I use Oblivion Mod Manager. (http://timeslip.chorrol.com/obmm_download.html)

To extract them with OBMM, click the "Utilities" and choose the "BSA browser".

 

<Some of Eyja's voice files>

Good day, milady:

Oblivion/Data/Sound/Voice/Oblivion.esm/Nord/F/HouseServant_HELLO_000B97D4_1.mp3

Oblivion/Data/Sound/Voice/Oblivion.esm/Nord/F/HouseServant_HELLO_000B97D4_1.lip

 

Good evening, milady:

Oblivion/Data/Sound/Voice/Oblivion.esm/Nord/F/HouseServant_HELLO_000B97D5_1.mp3

Oblivion/Data/Sound/Voice/Oblivion.esm/Nord/F/HouseServant_HELLO_000B97D5_1.lip

 

Good day, milord:

Oblivion/Data/Sound/Voice/Oblivion.esm/Nord/F/HouseServant_HELLO_000B97D6_1.mp3

Oblivion/Data/Sound/Voice/Oblivion.esm/Nord/F/HouseServant_HELLO_000B97D6_1.lip

 

Good evening, milord:

Oblivion/Data/Sound/Voice/Oblivion.esm/Nord/F/HouseServant_HELLO_000B97D7_1.mp3

Oblivion/Data/Sound/Voice/Oblivion.esm/Nord/F/HouseServant_HELLO_000B97D7_1.lip

 

<Method>

Step1 : Creating new topics for the NPC's dialog (It would be natural to give the same words as Eyja speaks.)

 

Step2 : Click the "Record" in the "Edit Response" window of the topics that you created for the NPC. Then, the folder "Oblivion/Data/Sound/Voice/{The mod's name}/{The NPC's Race}/F/" will be created automatically.

 

Step3 : Rename the Eyja's mp3 files and lip files to the topic's voice file name, which will be shown at the "Voice Filename" in the "Edit Response" window.

 

Step4 : Copy these renamed files into the folder created in the above Step2 "Oblivion/Data/Sound/Voice/{The mod's name}/{The NPC's Race}/F/"

 

The above work might be a little bit troublesome and annoying, but I wish you good luck. :)

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I appreciate all the help and the encouragement, and I'll be sure to update you all when I've worked on it some more.

 

At this moment I'm trying to get a handle on Blender which I hope won't take too long, and then I'll come back to this again.

 

I had a crash to desktop when I attempted the "record" function, so I'm going to have to work that out, and I need some time to thoroughly read through Giskard's tutorials, then I'm going to start again.

 

And it's final exam time for the summer session :( which is seriously hindering my progress! :D

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I want to add Rumors to her dialogue so that I can customize her equipment (with Toaster's CSR)

But I'm having trouble in the CS figuring out how to make any changes to her dialogues.

I did uncheck the "No Rumors" check box on her main object window.

Correct me if I am wrong, I think there's another way to add more topics to an NPC, however I don't know if it involves rumors: if you make that NPC a member of some faction, i.e assign an NPC to the Fighter's guild faction and it will use all topics related to the guild. Each faction has its own set of topics (as well as greetings topics), but I don't know if this also involves rumors.

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I want to add Rumors to her dialogue so that I can customize her equipment (with Toaster's CSR)

But I'm having trouble in the CS figuring out how to make any changes to her dialogues.

I did uncheck the "No Rumors" check box on her main object window.

Correct me if I am wrong, I think there's another way to add more topics to an NPC, however I don't know if it involves rumors: if you make that NPC a member of some faction, i.e assign an NPC to the Fighter's guild faction and it will use all topics related to the guild. Each faction has its own set of topics (as well as greetings topics), but I don't know if this also involves rumors.

 

She's actually in the Imperial City faction, but I've been wondering about adding characters to the Player's Faction.

 

I have a sort of love/hate relationship with the Companion Share Recruit mod, because the dialog is always about ordering people around, which is fine for that, but then the NPC is up your butt and you have to basically provide for all their needs. You can dismiss them and send them back home though. I would just like to be able to alter an NPC's AI more easily, say by using a mod:

 

 

I would like choices is this a subordinate (do they owe me a favor)

 

or

 

Is this a friend. My character feels very friendly toward Amusei. Not at all in any romantic way. Sometimes when she sees him she wants to pat his hand or give him a friendly hug.

 

In a perfect friendship mod, my PC could choose to animate these signs of friendship toward an NPC and thus heighten the NPC's Disposition if it's already over 60, but it should diminish an NPC's disposition if they just don't like you to begin with. And there should be that middle ground in the 50s where they just don't give a damn. (friendly affection doesn't change their disposition toward the PC at all.)

 

Using CSR as a guide, once you've chosen the Friend option, a subcategory for affection would be available with the choice of animation depending on the mood, a hug for when you're happy to see them, or they survived something difficult; a pat on the hand if someone in their faction has died, or they are in trouble (Amusei in prison). Ideally this could later be expanded with voice acting options ("It's so good to see you!" "I'm so sorry" "I'm glad you're my friend")

 

I just think it would be more immersive.

 

Beyond that there is impetus for this line of my thinking, which is the problem of ordering an NPC out of their daily AI routine, which really bothers me. The real objective here, is to be able to set up or tweak their AI while ingame. For example. When I ask someone to wait, they are trapped in the cell I have ordered them to wait in, and that cell may not have adequate food or beds. This is a major tripping point in CSR.

 

Ideally I would like them to WAIT NEAR THE CELL I assign them, which means they/I have the option to allow them to wander from the assigned cell so that they can fill their AI needs. This is partially addressed with the CSR post office add-on, you can tell them to go back home and then write a letter to ask them to meet you somewhere. But it doesn't allow for assigning the NPC a new cell to hang out in, as in my Castle in Kvatch (Kvatch Aftermath).

 

Beyond that is the special problem of NPC's who have non-standard AI that you've chosen for your companions. The 3 girls from the Apachii Goddess Store I took as my original companions don't have any AI assigned for sleeping. I changed their AI for eating and sleeping in the CS, but then I dismissed them back to their home cell, where there isn't adequate bedding or food for their AI, and this I believe creates a problem where their Disposition toward me starts falling dramatically compared to other NPCs who have not already been recruited.

 

 

Finally, as the Head of the Fighter's guild, I run into wonderful NPC warriors all the time, in the game -- The Roxey -- need I say more? And these would make wonderful Fighter's guild members if I could actually recruit them to "join the fighter's guild". Then I should see them stopping in to the Fighter's Guild sometimes when I'm there. This already may be available in CSR's Faction Recruiting Add on but I have not looked at the .esp in the Construction Set yet, and I think that's the only way to figure out what it might do.

 

Anyway these are some of my ideas, but moving them from ideas to implementation seems beyond daunting to me at this moment. I am really new at this, and my progress seems unbearably slow.

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