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Mute NPC


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I'm having trouble getting a Custom Race NPC to talk at all. When talking to him in-game, he adamantly insists HE HAS NO GREETING. In one of the quests associated with the mod he has a GREETING line all to himself. I've tried similar conditions checking for the race or a faction he's (just about exclusively among NPCs) in. When I remove all the restrictions on the line, any other NPCs will say it, but not him. His Dialogue button shows no dialogues whatsoever, which I suppose fits. When opening the dialogue, its usually auto-populated list of voice files is entirely empty, and I can't seem to coax it to generate a file for a custom race (including a test Bob the VampireRace). Generating responses with TES4Gecko, directly messing with the folders to give said race said dialogue, setting the race's voices to Imperials, and uninstalling Elys' Universal Silent Voice (both for the game and CS) all accomplish nothing.

 

Admittedly, somewhat weird things are happening with attempts to update the mod. I suspect (but haven't tested) that it's not recording any facegen changes I've made recently, and the "No Persuasion" flag doesn't update if you load a save with the NPC already present. The dialogue's been fine up until now, though.

 

This guy doesn't actually have to be a custom race, since I mainly just did it (using a custom race I would have anyway) to stop him using "traditional" dialogues. I will almost definitely have to use a custom race later, though, since it needs new eye meshes. I've given custom races dialogues before in one of two standard situations (and different mods), and it never caused any trouble. Any idea what could be happening?

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I know I probably don't need to ask, but will just so it's off the table... Are both the NPC and the mod containing the dialogue in the mod containing the race?

 

When you defined the race, did you choose an existing race, like high elf, for the voices? Only a few of those race voices actually work. I realize that your ultimate goal would be to remove those voices, but this can be done later, once you have the dialogues you want setup. It'll also allow you to have a basic pain, grunt, reaction stuff for that race. You can override rumors and other needless conversation just by giving them an empty dialogue in each of those topics, and making the attached quest have a fairly high priority.

 

What conditions are you using for this dialogue?

 

After you create the dialogue, and input the conditions, do any races show up in the voice file listing?

 

After you've done the dialogue, go to edit the NPC, under the dialogues there, is your greeting listed?

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Actually, I specifically don't want pain/grunt/etc reactions, so I just used the race's new voices. Changing it to Imperial voices didn't fix it, though. The conditions I've tried vary from GetIsID MyCustomRaceNPC, GetIsRace MyCustomRace, and GetFactionRank AFactionTheNPCIsIn, or no conditions whatsoever with no results. No races show up in the voice file listing (Unless I use the GetFactionRank condition or none, in which case all the Vanilla ones aside from VampireRace show up), and no dialogues at all are listed under that NPC's dialogue tab.
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I know there are workarounds and this guy doesn't have to be a custom race, but I'll have to do a custom race later since I need to use a new eye mesh. It seems like changing this fellow to a standard race would just be putting it off.

 

 

The No Player Combat Groaning works on all races though, including custom races.

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The custom race talking isn't the problem; it's the custom race refusing to talk that's causing difficulty. Giving it a vanilla voice didn't help.

Within the CS, did you do what I said, after making the greeting attached to a quest, and pointing to the NPC, did you check at the NPC to make sure that the dialogues are listed under them? If not, one of your conditions might be in conflict, or you may have made a mistake somewhere obvious that you aren't seeing (we all occasionally do this).

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Previously the Dialogue button never displayed anything for the NPC. It only ever had one condition at once, and didn't even work with no conditions (though other NPCs would play it just fine).

 

I changed the NPC to a Breton and the dialogue works fine. The Dialogue button (topics tab) got all of the traditional greetings, as well as the one I added and a rumor to start the quest. The only condition it currently has is the GetIsID MyNPC one from earlier.

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hmm, dunno. Which version of the CS are you using. Maybe it's something with the race, or something about that CS version which limits what dialogues can be used on non-esm based races. It might even be due entirely to the whole lack of combat sounds since the game may require some generic dialogues attached to that race voice for it to even become valid. Not really sure on any of that, havn't tried to make a mute NPC race before,
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