Yogibir Posted June 2, 2019 Share Posted June 2, 2019 (edited) There are times where followers will comment on a cave entrance "look a cave, should we check it out?" and also moments where a character like Serana will comment on a beautiful view during travels (don't know whether this was in the vanilla version or not, I use RDO). I wanted to add this stuff to a custom-voiced follower however I don't know what I should put in my conditions to do this. I managed to make idle dialogue for dragon lairs and other cities but I can't find any of these specific vanilla lines in CK to use as a reference. I can't even find Serana's follower lines anywhere in there tbh.... Edited June 2, 2019 by brownie187 Link to comment Share on other sites More sharing options...
Blaubeerchen27 Posted June 2, 2019 Share Posted June 2, 2019 (edited) The condition is usually "GetInCell" and then the placeID. For example if you want your follower to say something in the Whiterun Jail you would have to chose "WhiteRunJail02" as a condition. From what I remember the list only provides interiors, just search for the name of the cell in the list. The lines of existing NPCs can be hidden in pretty much any Quest file, since you can make loads of dialogue witch just one file - the only condition has to be the right actor. Out of interest, how did you get your NPC to make a comment rather than starting a new conversation you want them to make a comment on something? My guess is the "greeting" option would have to be checked? Edited June 2, 2019 by Blaubeerchen27 Link to comment Share on other sites More sharing options...
Yogibir Posted June 2, 2019 Author Share Posted June 2, 2019 The condition is usually "GetInCell" and then the placeID. For example if you want your follower to say something in the Whiterun Jail you would have to chose "WhiteRunJail02" as a condition. From what I remember the list only provides interiors, just search for the name of the cell in the list. The lines of existing NPCs can be hidden in pretty much any Quest file, since you can make loads of dialogue witch just one file - the only condition has to be the right actor. Out of interest, how did you get your NPC to make a comment rather than starting a new conversation you want them to make a comment on something? My guess is the "greeting" option would have to be checked? Oh I mainly created my lines so that they were meant for all exterior cave entrances and other outdoor viewpoint locations; not inside the actual cell. Was hoping they would just stay quite when inside. Anyways for the idle talk I added the new lines to the misc tab, created a new topic (one for idle) and then just basically copy/pasted Mjoll's idle line conditions. I made sure to add my own actor's GetIsVoice and GetIsID as well as added the location (LocationHasKeyword is the function name) I wanted my idle dialogue to play at which for that particular one was "LocTypeDragonLair" Link to comment Share on other sites More sharing options...
Tasheni Posted June 3, 2019 Share Posted June 3, 2019 You need to use the condition "LocHasKeyword" and then LocSetCave, not LocTypeCave. The dialogue triggers then if a cave entrance is nearby. You can combine this with GetInCurrentLocation and chose the locations you want to trigger it, if you have a certain in mind. I often use it to exclude locations, means GetInCurrentLocation, FaldaarsToothLocation = 0, for example. Link to comment Share on other sites More sharing options...
Yogibir Posted June 4, 2019 Author Share Posted June 4, 2019 You need to use the condition "LocHasKeyword" and then LocSetCave, not LocTypeCave. The dialogue triggers then if a cave entrance is nearby. You can combine this with GetInCurrentLocation and chose the locations you want to trigger it, if you have a certain in mind. I often use it to exclude locations, means GetInCurrentLocation, FaldaarsToothLocation = 0, for examplGood to see people still willing to offer a helping hand to new modders. Appreciate it, I ended up fixing it now he says everything perfectly just how I wanted it. Now I just need to find a way to add dialogue to landscape views and I can finally be done making this character. Fixing the cave issue at least puts me to ease a bit so thank you. :smile: Link to comment Share on other sites More sharing options...
Tasheni Posted June 4, 2019 Share Posted June 4, 2019 You're welcome. Just look at the dialogue of vanilla followers in ck and check their conditions for dialogue to trigger. Link to comment Share on other sites More sharing options...
badbass Posted June 13, 2019 Share Posted June 13, 2019 You need to use the condition "LocHasKeyword" and then LocSetCave, not LocTypeCave. The dialogue triggers then if a cave entrance is nearby. You can combine this with GetInCurrentLocation and chose the locations you want to trigger it, if you have a certain in mind. I often use it to exclude locations, means GetInCurrentLocation, FaldaarsToothLocation = 0, for example. Im also on this one right now. Thank you that i dont have to waste my time with try & error ( added different audio files to figure out what works).Can you combine this with another dialogue`s? For example the follower plays the audio file and then comes to the player to offer a quest? or go to another npc and talk to them? Link to comment Share on other sites More sharing options...
PeterMartyr Posted June 17, 2019 Share Posted June 17, 2019 You need the story manager for this... too, so that it trigger the appropriate quest that contains the dialogue "Look a cave" from your custom follower. And if you you do it properly? No Scripts & compatible with everything. :) Link to comment Share on other sites More sharing options...
Yogibir Posted June 17, 2019 Author Share Posted June 17, 2019 Yeah I just added dialogue to the quests FollowerCommentary01 and 02 and it seems to work well. Didn't hear him drop any impressive view dialogue yet but I haven't really seen many sights either atm. Link to comment Share on other sites More sharing options...
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