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[LE] NPC conditional Combat dialogue


thenewkid20

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I've asked this elsewhere but got no response.

Please help me troubleshoot my mod. I'm not sure why it doesn't want to work. The NPC is supposed to stop taunting and start unique dialogue when attacking while injured (<50% HP)

 

1. I made a custom NPC, gave her voicetype and have wav files of her dialogue, nothing wrong with her lines

2. Made a quest that will allow her to talk when fighting against the player, mostly edited under Combat tab

3. Topic:Taunting is set to 50 priority, condition is GetIsInjured subject == 0, but she will taunt throughout the battle even when she's injured.

4. Topic:Attack is set to 50 priority, condition is GetIsInjured subject == 1 <for some reason this one never triggers. I already set her race's injured pct to 50% (0.5). She will only say these if i removed the conditions.

5. Death and other detection dialogues are working normally, priority is 50.

 

I've already tried changing priority of the Attack dialogue to 30, 40, increasing priority value of Taunting but it's still the same results. The game for some reason doesn't recognise the race as "injured" even when they've reached the injured health pct.

https://www.creationkit.com/index.php?title=Race#Combat_Data_Tab

If this value is unused in the game is there some other method to create this condition?

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All I know is you have to test your mod on a saved game that has never had the mod active, or older scripts may be baked in and changes you make will not take effect.

 

Sorry I cannot be of more help, but this simple tip is often overlooked.

 

:)

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All I know is you have to test your mod on a saved game that has never had the mod active, or older scripts may be baked in and changes you make will not take effect.

 

Sorry I cannot be of more help, but this simple tip is often overlooked.

 

:smile:

 

Thanks but i never save any game that i spawn her in. Already tried testing her in a new game, same result. Every time i test the mod i have to manually spawn her, so that's not the case

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- Add to your 'Taunt' lines the condition "GetGlobalValue = 1" (i don't remember the exact name of the condition), this means that the line can only be said if the 'Gobal Variable' is "1".


- On your actor add a script that will set the 'Global Variable' to "0" when his health in under 50% and then set it back to "1" when he exits combat, or some other condition.


Have a happy modding.

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- Add to your 'Taunt' lines the condition "GetGlobalValue = 1" (i don't remember the exact name of the condition), this means that the line can only be said if the 'Gobal Variable' is "1".
- On your actor add a script that will set the 'Global Variable' to "0" when his health in under 50% and then set it back to "1" when he exits combat, or some other condition.
Have a happy modding.
I'm quite new to modding and have never messed with scripts. Could you tell me where to start in CK? or must i use a programming compiler to do so?

 

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I'm quite new to modding and have never messed with scripts. Could you tell me where to start in CK? or must i use a programming compiler to do so?

 

The CK lets you add and edit scripts in the Papyrus section and also compile them.

 

Also, you can edit existant scripts often by right-clicking on the script in an object and clicking "Use External Editor" (something like that), which lets me use Notepad. You can then compile them in the CK.

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