Jump to content

Learning how to Mod- Dialogue - Reverse Engeneering Question


miguelbaptista

Recommended Posts

Hello

I'm trying to learn how to change dialogue for NPCs using CK.

My objective is to add to the NPC's that are already created in my MODlist, and not create new ones.
I already have a vast world of interesting characters in the game.
I hope to use them, instead of building from scratch, although I might do that to learn of course.

I've read Bethesda's Tutorial Dialogue guide, and a handful of useful youtube videos that point me in the right direction, all of which I seem to have (hopefuly) understood .

I wanted then to start by reverse-engeneering a mod, and I chose the Solitude vendors from Dawn of Skyrim.
(I hope it isn't against community's practices to change a mod for personal use.)

Using the More Informative Console Mod, I found out their ID's were "bp2Vendor1/2/3".

The problem is, when I open them in CK, and click on their Dialogue button https://ibb.co/xfSnvDD

the only dialogue that appears is DialogueRiftenGateNorthBranch https://ibb.co/fk7LWJJ
which is a guard's dialogue (as I can confirm by viewing the branches inside the dialogue quest)

I can confirm that in game, their dialogue is the normal vendor options.
So what am I doing wrong?

I appreciate any help that you could give me.
Cheers.

 

Link to comment
Share on other sites

You're in the wrong place (you're looking for the Statue of Liberty in San Francisco).

 

Let me refer you back to the Bethesda Dialogue Tutorial:

 

https://www.creationkit.com/index.php?title=Bethesda_Tutorial_Dialogue

 

Here it clearly shows that you find dialogue associated with a quest, not a character. Then, you place limitations on who can use that dialogue - that's how you make it bp2vendor1's and only theirs.

Link to comment
Share on other sites

Thanks for taking the time to answer.

I understand that dialogue is found under Quests-Dialogue in the CK, and it is there that it's associated with a character(s) through the GetIsID condition.
If I were to create a character from scratch, I would have no doubts on how to do it, following Bethesda's Tutorial Dialogue guide.

My problem is reverse-engeneering a character, or rather, editing an existing character, because I have no idea what quest dialogue is associated with him, if I wanted to remove it (for instance).

So my first intuition was clicking on the Dialogue button in the Actor screen, as I exemplified in my original comment.
For instance, if I opened Braith's actor screen, and clicked on Dialogue, I would find the dialogue quests that were associated with Braith (as well as others that aren't, as I can imagine CK is showing every dialogue quest associated with not only her in particular, but her faction, gender, and age group). https://ibb.co/JFZWvC1

 

That can't be said about the bp2Vendor1.
So my understanding, correct me if I'm wrong, is that, its probably her faction that is determining her vendor dialogue options automatically, since there aren't any other dialogue quests associated with her in the Actor screen ?

https://ibb.co/zQvRbzr

So, if, for instance, I wanted to remove her current dialogue, I would have to remove her from the JobMerchantFaction, and then create a new quest dialogue and associate it with that character?

 

You're in the wrong place (you're looking for the Statue of Liberty in San Francisco).

 

Let me refer you back to the Bethesda Dialogue Tutorial:

 

https://www.creationkit.com/index.php?title=Bethesda_Tutorial_Dialogue

 

Here it clearly shows that you find dialogue associated with a quest, not a character. Then, you place limitations on who can use that dialogue - that's how you make it bp2vendor1's and only theirs.

Edited by miguelbaptista
Link to comment
Share on other sites

 

Thanks for taking the time to answer.

 

I understand that dialogue is found under Quests-Dialogue in the CK, and it is there that it's associated with a character(s) through the GetIsID condition.

If I were to create a character from scratch, I would have no doubts on how to do it, following Bethesda's Tutorial Dialogue guide.

 

My problem is reverse-engeneering a character, or rather, editing an existing character, because I have no idea what quest dialogue is associated with him, if I wanted to remove it (for instance).

 

So my first intuition was clicking on the Dialogue button in the Actor screen, as I exemplified in my original comment.

For instance, if I opened Braith's actor screen, and clicked on Dialogue, I would find the dialogue quests that were associated with Braith (as well as others that aren't, as I can imagine CK is showing every dialogue quest associated with not only her in particular, but her faction, gender, and age group). https://ibb.co/JFZWvC1

 

That can't be said about the bp2Vendor1.

So my understanding, correct me if I'm wrong, is that, its probably her faction that is determining her vendor dialogue options automatically, since there aren't any other dialogue quests associated with her in the Actor screen ?

 

https://ibb.co/zQvRbzr

 

So, if, for instance, I wanted to remove her current dialogue, I would have to remove her from the JobMerchantFaction, and then create a new quest dialogue and associate it with that character?

 

You're in the wrong place (you're looking for the Statue of Liberty in San Francisco).

 

Let me refer you back to the Bethesda Dialogue Tutorial:

 

https://www.creationkit.com/index.php?title=Bethesda_Tutorial_Dialogue

 

Here it clearly shows that you find dialogue associated with a quest, not a character. Then, you place limitations on who can use that dialogue - that's how you make it bp2vendor1's and only theirs.

 

That about sums it up, yes.

Link to comment
Share on other sites

If you look up the actor in the object window, right click on it and select 'use info' it will display all their dialogue lines and much else besides.

Maybe that would be the case for other NPC's.

 

But in the case of these specific NPC's from Dawn of Skyrim, this is what "Use Info" returns.

https://ibb.co/bdQRWqy

 

I think my early assertion was true, in he case of merchant NPC's, its their faction that dictates their dialogue options, and nothing else, nor nowhere else, is that information available.

Edited by miguelbaptista
Link to comment
Share on other sites

Ah sorry I ,misunderstood. If they are vendors; their dialogue is based on faction and voicetype (eg MaleBrute). If they are JobMerchantFaction their dialogue lines are in the ServiceBranch of the Quest DialogueGeneric; this may also be qualified by another faction such as JobBlacksmithFaction. If they are Trainers their lines are in the Quest DialogueTrainers.

Link to comment
Share on other sites

Ah sorry I ,misunderstood. If they are vendors; their dialogue is based on faction and voicetype (eg MaleBrute). If they are JobMerchantFaction their dialogue lines are in the ServiceBranch of the Quest DialogueGeneric; this may also be qualified by another faction such as JobBlacksmithFaction. If they are Trainers their lines are in the Quest DialogueTrainers.

Thanks for the help!

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...