trashgarbage666 Posted March 23, 2020 Share Posted March 23, 2020 The topics I'm having trouble with are in the quest VDialogueRemnants, specifically these three: VRemOrionMorenoTopic022VRemOrionMorenoTopic025VRemOrionMorenoTopic027 I want to run code in the Result Script Begin fields of each topic, but they're greyed out. If I right click the Info field inside one of these topics and select New, the New Response window pops up. I close out of that because I'm not trying to add additional dialogue to this conversation, the Info field now has one "EMPTY" response, and it lets me edit the Result Script fields. So I write the script I want to run in the Result Script field, add GetIsID VRemOrionMoreno == 1 into the condition field, fire up the game, run through the conversation, and the script doesn't fire. So now I'm stumped. If anyone has any suggestions for me, I'd be very grateful. Link to comment Share on other sites More sharing options...
Mktavish Posted March 23, 2020 Share Posted March 23, 2020 Those topics don't appear to be used at all. Guessing they were just created preemptively when the dev was creating the dialogue tree. And just never ended up using them or deleting them.Going to the Dialogue tree and filtering for that npc , shows he never uses it.Plus , if you notice there are no conditions on it , to tell it to be used by them. Are you seeing them in dialogue choices at run time ?Which would be happening from those topics being in the choice field of another topic / response.Which I suppose that topic/response it came from could be doing something to make game effects from lying ?I couldn't see any links with it though in the tree ... but maybe i'm just blind ? Link to comment Share on other sites More sharing options...
trashgarbage666 Posted March 23, 2020 Author Share Posted March 23, 2020 (edited) No, they aren't unused. They show up in the dialogue tree, and they show up in-game. In my post, there's a part where I said I "fired up the game, ran through the conversation, and the script didn't fire", meaning the dialogue option appears but doesn't run its result script when chosen. EDIT: Here's another example of dialogue options with the same issue. In VFreeformGoodsprings, GSJoeCobbTopic004, GSJoeCobbTopic006, GSJoeCobbTopic020, and GSJoeCobbTopic021. These dialogue options also appear in-game and work fine, but have nothing in their Info field and both Result Script fields are greyed out. Edited March 23, 2020 by punchbattle Link to comment Share on other sites More sharing options...
Mktavish Posted March 23, 2020 Share Posted March 23, 2020 No, they aren't unused. They show up in the dialogue tree, and they show up in-game. In my post, there's a part where I said I "fired up the game, ran through the conversation, and the script didn't fire", meaning the dialogue option appears but doesn't run its result script when chosen. Ahh sorry I had some edits up there while you were posting this. So I would guess it is the lack of conditions in the result script not running ???Ahh wait I see you said you had a condition ... so how bout a flag , or link a topic if it is suppose to return to another topic. Plus maybe the Result Script End would work better in this case ? And it may be that it simply needs something in the response field. Link to comment Share on other sites More sharing options...
trashgarbage666 Posted March 24, 2020 Author Share Posted March 24, 2020 (edited) I've tried filling in as many fields as possible, and it's just not giving me anything. I think the problem is that these topics don't have a voice file. There's a similarly structured dialogue tree in VFreeformGoodsprings, two dialogue choices isolated in their own topic that each lead to a dead end, and yet they work just fine and even run a Result Script. The major difference between these topics and the ones I'm working with is that they are fully voiced. It's the part where you do an Explosives skill check to get dynamite from Easy Pete:GoodspringsEasyPeteTopic001GoodspringsEasyPeteTopic002GoodspringsEasyPeteTopic003 So right now I'm trying to figure out how to add voice files to my topics, but all the tutorials I've found are basically like "and now hit the Record button and say your line." I don't want to do that for multiple reasons. Is there a quick, soundless voice file from within the GECK that I can use? And if so, how do I go about applying it? Edited March 24, 2020 by punchbattle Link to comment Share on other sites More sharing options...
Mktavish Posted March 24, 2020 Share Posted March 24, 2020 Well you could just turn the recording volume down.But I'm sure there is some empty voice files in the BSA some where. Unpack them , find what your looking for , and copy paste it into the loose folder. Then select it from in the geck.If you keep the folder structure intact , then the .esp won't need the loose folder asset later. It will find it in the BSA. Link to comment Share on other sites More sharing options...
dubiousintent Posted March 25, 2020 Share Posted March 25, 2020 You will need Voice "sound" (and corresponding Lip-Sync ".lip") files for your dialog lines so they take the appropriate amount of time before proceeding to the next line. Otherwise they may appear to "skip" over some lines or cut each other off. "Silent" sound files are common for this purpose when the actor is not voiced, but still needed to establish the timing. The Silent Voice Generator by Enter_77 Mod can generate both silent voice and corresponding lip-sync files of up to 30 seconds duration from exported GECK quest and dialog text documents. (See "Voices" under the Music and Sounds section of the wiki "Getting started creating mods using GECK" article. It is recommended placing your own "silent voice" files under their own sub-folder to avoid the risk of overwriting actual voices used by others.) If you are adding your own sound files, ensure they conform to the expected format as described under the Music_and_Sounds section of that same article. -Dubious- Link to comment Share on other sites More sharing options...
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