CrimsonOmegaLance Posted October 24, 2012 Posted October 24, 2012 Is it possible to have a conversation with a non-NPC such as a statue or a pet? I know this is possible in Skyrim, as the Daedric Prince quests do it, but I don't know how to do it in Oblivion as you can only create conversations/topics with NPCs.
gerra6 Posted October 24, 2012 Posted October 24, 2012 Is it possible to have a conversation with a non-NPC such as a statue or a pet? I know this is possible in Skyrim' date=' as the Daedric Prince quests do it, but I don't know how to do it in Oblivion as you can only create conversations/topics with NPCs. [/quote'] I suppose you could create an invisible NPC, have it spawn (at the exact location of the pet/statue) when you trigger the activator. If you get the location right, you should get the illusion that you are talking to the object. I've never tried it, but that's my first thought. As far as creating an invisible NPC, I always just create a piece of clothing that covers everything, assign an invisible mesh to it (the same one I use to make the missing mesh symbol disappear when I'm not interested in debugging), and have the NPC wear it.
CrimsonOmegaLance Posted October 25, 2012 Author Posted October 25, 2012 I don't know how to create clothing, do you think you could help me by giving me the piece of clothing in an esp or something? I can credit you.
Kashiwaba Tomoe Posted October 25, 2012 Posted October 25, 2012 Why not just script the camera angle to point at the object, and force entering into dialouge with the NPC who is hidden elsewhere (prehaps under the map).
CrimsonOmegaLance Posted October 25, 2012 Author Posted October 25, 2012 I'm new to modding, so how would you force enter a dialogue with a NPC? I'm pretty sure the camera angle auto targets the NPC when you're in a conversation, but I can try it out.
Kashiwaba Tomoe Posted October 25, 2012 Posted October 25, 2012 What I meant was find a way to CHANGE the camera target while still opening the dialogue.
astymma Posted October 25, 2012 Posted October 25, 2012 Can always use the same method the shrines use like Hermaeus' shrine (DAHermaeusShrine "Shrine of Hermaeus Mora" [ACTI:0001EF7C]) which uses a talking script when activated(DAHermaeusStatueScript [sCPT:0001EF7B]). Objects can use say as long as you use the activator's refid for SpeakerID.
Kashiwaba Tomoe Posted October 25, 2012 Posted October 25, 2012 and I think that's the thread, kudos astymma
CrimsonOmegaLance Posted October 26, 2012 Author Posted October 26, 2012 Can always use the same method the shrines use like Hermaeus' shrine (DAHermaeusShrine "Shrine of Hermaeus Mora" [ACTI:0001EF7C]) which uses a talking script when activated(DAHermaeusStatueScript [sCPT:0001EF7B]). Objects can use say as long as you use the activator's refid for SpeakerID. Thanks man.
astymma Posted October 26, 2012 Posted October 26, 2012 Can always use the same method the shrines use like Hermaeus' shrine (DAHermaeusShrine "Shrine of Hermaeus Mora" [ACTI:0001EF7C]) which uses a talking script when activated(DAHermaeusStatueScript [sCPT:0001EF7B]). Objects can use say as long as you use the activator's refid for SpeakerID. Thanks man. NP
CrimsonOmegaLance Posted October 28, 2012 Author Posted October 28, 2012 So, I've just gotten enough time to look at this now. It isn't a problem for me, I'll just use a workaround, but for anybody else looking for this, this doesn't give a solution to having a conversation with a non-NPC. For the Daedric Shrine quests, they uses MessageBoxes or voice actors, which nobody has the time/dedication for. You can't have a conversation that are similar to the ones you have with other NPCs, but the MessageBox technique should suffice.
astymma Posted October 28, 2012 Posted October 28, 2012 So' date=' I've just gotten enough time to look at this now. It isn't a problem for me, I'll just use a workaround, but for anybody else looking for this, this doesn't give a solution to having a conversation with a non-NPC. For the Daedric Shrine quests, they uses MessageBoxes or voice actors, which nobody has the time/dedication for. You can't have a conversation that are similar to the ones you have with other NPCs, but the MessageBox technique should suffice. [/quote'] The method I linked uses say with the activator's refid for SpeakerID. It allows you to have the activator speak a dialogue topic at a target. A voice actor isn't necessarily required but the player must have subtitles activated or you can force subtitles ON by setting the appropriate parameter to the say call. Now you may not be able to have a conversation but you can track stages and have the object speak at the player an appropriate topic based on stage.
CrimsonOmegaLance Posted October 28, 2012 Author Posted October 28, 2012 ohhhhhhhhhhhhh thanks for explaining
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