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[LE] How exactly do you add dialogue for cave entrances and a good view for custom follower mods?


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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 by brownie187
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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 by Blaubeerchen27
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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"

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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.

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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 exampl

Good 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:

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  • 2 weeks later...

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?

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