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What determines how NPCs react to your race?


mousepotatoe000

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Hey everyone,

 

Fairly new into modding, and finally created a (lore-friendly, balanced) custom race, that I plan to release eventually, based on Redguard royalty "Na-Totambu". I created a custom texture for their skin, description, etc...

 

But, where in the creation kit can I make it so NPCs react to me like I was any other Redguard? For instance, Hadvar doesn't react to picking the new race at character creation, and bandits don't yell anything along the lines of "Come here, Redguard".

 

Is there somewhere in the kit that determines this?

 

Thank you,

Chris

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I would say that this is a scripted effect for the dialogue. So, the game would make an internal check for the race of the player and pick Hadvar's dialogue from a list depending on what race turns up. To get it to work with your new race, you would have to "attach" Hadvar's Redguard dialogue to your new race. Unfortunately, I have no scripting skills whatsoever and have not even looked at the dialogue in the CK (Though I messed with it a little in Morrowind and Oblivion).
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Thanks guys, I am going to check that guide out now.

 

I went off a basic guide on "designing" a character, more for looks and description, and not script work. But when I went searching online, I was unable to find what I was looking for... which brought me here.

 

As for race-related keywords, I am not sure what you mean... the best I did so far was bring up the race window under the creation kit, and compared Redguard, and my new race, side-by-side for differences and didn't notice any.

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Ok, turns out the keywords I was talking about are from Race Compatibility.esm and the particular one you want (if you decide to go with this method) is ActorProxyRedguard [KYWD: xx0019D1]

 

This may or may not be covered in the tutorial linked earlier in this thread; there's more than one way to skin a sabrecat... Using this keyword would require you to make Race Compatibility an explicit dependency of your plugin.

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