maxarturo Posted March 11, 2021 Share Posted March 11, 2021 Hi all. My question/idea is very simple, if i create a 'KeyWord' that is exactly the same as a keyword on another mod without having that mod as dependency, will that trigger the "HasKeyWord" condition even if the keywords have different IDs ?, but they are actually exactly the same. * I'm kind of hoping to run into a game hole here... My idea is to have some random dialogue / commentary triggered by my droid if the player is in the, let's call it 'Awesome Mod', without having the 'Awesome Mod' as a dependency on my mod. Testing this is something i won't do because to create a single dialogue line i need 100 times more time and work than the regular way. I've to record the voice outside CK > then process the audio to make it sound like my droid and export it > then load that sound file - normalize it - adjust its dB and convert it to CK format > then in CK record an empty line and replace/overwritte that line. You can see that it's a huge pain in the A** to test this!!!, and by the time i actually add 1 line into CK i could have created 100 lines by just recording directly in CK. * My search on the web come up with nothing... Thank you very much for reading this. Link to comment Share on other sites More sharing options...
JobVanDam Posted March 17, 2021 Share Posted March 17, 2021 (edited) Immersive Armors does this.It injects a keyword into Update.esm. The first two chars of the keyword formid are 01 regardless of load order positioning.Then you recreate the same keyword, same formid, in your existing mod again injecting it into Update.esm Edited March 17, 2021 by JobVanDam Link to comment Share on other sites More sharing options...
maxarturo Posted March 17, 2021 Author Share Posted March 17, 2021 By "Inject Keyword", do you mean to run an "OnInit" script to search for the corresponding mod i want to utilize to fire my droid's dialogue, and then inject the "My Keyword" on a "LocRef" of the mod i want to utilize?. (not a vanilla game ESM, but a mod's). I think this is what you mean... Link to comment Share on other sites More sharing options...
JobVanDam Posted March 17, 2021 Share Posted March 17, 2021 No, in xEdit you create a keyword in Update.esm.you then "Copy as override..." that keyword into your mod.save your mod, don't save Update.esmwhen the game is looking at your mod it will see that a keyword belongs in Update.esm but isnt there, so it will inject the keyword into Update.esm Link to comment Share on other sites More sharing options...
maxarturo Posted March 18, 2021 Author Share Posted March 18, 2021 Thanks you for your reply. But i think this is way too much trouble... I want to utilize another mod's 'Keyword' without having that mod as a dependency, and to not actually work in the other mod. Your suggestion requires to add the keyword to every single 'Location' of the other mod i want to fire my droids commentary, and having in my mind the minimum of 5 mods with a bunch of different locations on each mod, makes it way too much trouble... Again, thanks. Link to comment Share on other sites More sharing options...
IsharaMeradin Posted March 18, 2021 Share Posted March 18, 2021 Can you use the condition LocationHasRefType? You could use GetFormFromFile (if not using SKSE) or GetModByName (if using SKSE) to see if the other mod is present. If the mod is present, use GetFormFromFile to get the target location and / or the target location's keyword. Then use the OnLocationChange event to track when entering said location and / or confirming that said location has the keyword, if it does set a global variable to a specified value. The dialog condition will check that the global variable is at that value before being allowed to be used. It would be worth testing, you do not have to go through the whole hassle that you outlined. Just take a regular line of text / audio already in the game and use that. Yes, you'd need to create the record entries and locate the audio file to rename a copy. But it would be totally worth it to know if it works. Link to comment Share on other sites More sharing options...
maxarturo Posted March 19, 2021 Author Share Posted March 19, 2021 Hey IsharaMeradin. "LocationHasRefType" won't work for what i want... because the dialogue/commentary i want to fire its targeted, it'll be specific to that location and to that location only. What i want to do, example: The player has the mod "Rigmor of Cyrodiil", and once the player gets in the 'Location > Rigmor's House' or "Cyrodiil > City' or.... To use the mod's KeyWord "LocRigmorHouse" to fire my droid's dialogue/commentary. My backup idea is what you suggested, to use "GetFormFromFile" - "GetModByName" - and working in combination with SM "OnLocationChange", and script the hell out of the whole thing... But i'll do it later, because just 5 min ago i finished with all the current dialogue lines, and after 3+ month working everyday doing the same looping mechanical process and 2200+ dialogue lines... I think i burned a big section of my brain... Plus, the back up idea needs time and careful work considering that i want to work with at least 5 big mods. And Yes!... You are right about making a simple dialogue line to test my original idea, but some times we get so focused in what we're doing that we can't see what's right in front of us... After i upload the next update of the mod i'll get right into testing all of this. Thank you very much for your interest. Link to comment Share on other sites More sharing options...
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