Ragsinn Posted April 12, 2019 Posted April 12, 2019 Thanks for your attention! I would like to make a dialog mod for my char to speak or say lines when the conditions are matched ..I have been in the ck 50 times this morning. Im am not looking for interactive dialog ..I don't want to talk to an NPC ..I just want my char to say lines when in a sexlab animation. I am not sure what I am doing wrong in the CK that the lines are not triggered . Anymore information I can supply would be happy to comply.
Laura Posted April 12, 2019 Posted April 12, 2019 As far as I know, there is no way to let the player character speak. Veladarius tried it in CDS, but he had to make an invisible character that would speak for the player through a scene. That method is unreliable, but it seems like that's the only way. You can use Debug.Notification("Hello, world!") in a script to show a message on the top left instead. But letting the player speak isn't possible.
Yinkle Posted April 12, 2019 Posted April 12, 2019 Make sure you are not in freecam mode as dialogues aren't shown. Also try increasing the priority
Yinkle Posted April 12, 2019 Posted April 12, 2019 as Laura said debug .notification("stuff") is a surefire way
Yinkle Posted April 12, 2019 Posted April 12, 2019 You could also look at the source code for the "sexist guards" mod as it has a "4th wall" option with player character dialogues
Ragsinn Posted April 12, 2019 Author Posted April 12, 2019 Thanks you all . I am not smart enough to figure out how it was done in Sexist guards. I will look into the debug.notification stuff ..I am wondering if the lines I want to speak could be put into some kind of widget window ..like apropos..and if so how could I pull it off ... thanks very very much.
Laura Posted April 12, 2019 Posted April 12, 2019 10 minutes ago, Ragsinn said: Thanks you all . I am not smart enough to figure out how it was done in Sexist guards. I will look into the debug.notification stuff ..I am wondering if the lines I want to speak could be put into some kind of widget window ..like apropos..and if so how could I pull it off ... thanks very very much. If by widget window you mean at the top left, that's where the Debug.Notification("Text") function is used for.
Ragsinn Posted April 12, 2019 Author Posted April 12, 2019 1 minute ago, Laura 'Lokomootje' said: If by widget window you mean at the top left, that's where the Debug.Notification("Text") function is used for. Apropos has a window all its dialog goes in and can somewhat be configured as to width location on the screen and font size . Thanks again !
Ragsinn Posted April 12, 2019 Author Posted April 12, 2019 I have messed with it and I can't even get the Debug.Notification to display on screen for me ..Heck I am not sure I am doing anything right . I made a new quest added a line set conditions and compiled the Debug.Notification("my text here") and nothing .. If I am not doing it right and better information than the CK wiki exists ...please point me that way I would appreciate it. If I ever get it to work once I will be happy and can repeat it. Thanks again
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