wattbatt Posted March 18, 2022 Posted March 18, 2022 Specifically i have a mod that adds a dialogue option to guards too, i don’t like that. I want to hear what silly bs they tell but i don’t want the dialogue panel to open Do you have any idea how to manage skyrim dialogues? Maybe changing some values in creation kit / tesvedit / xedit ?
Psalam Posted March 18, 2022 Posted March 18, 2022 22 minutes ago, wattbatt said: Specifically i have a mod that adds a dialogue option to guards too, i don’t like that. I want to hear what silly bs they tell but i don’t want the dialogue panel to open Do you have any idea how to manage skyrim dialogues? Maybe changing some values in creation kit / tesvedit / xedit ? Yes, but it's probably more trouble than you want. Go into the Creation Kit (CK) and open the mod in question. Find the offending dialogue. Look at the criteria that allows the dialogue and add one that eliminates those in the Guard faction. It sounds simple, but trust me, it's a lot of work. 1
Grey Cloud Posted March 18, 2022 Posted March 18, 2022 (edited) 51 minutes ago, wattbatt said: i don’t want the dialogue panel If you mean the dialogue options then if you remove things from there you will have no way of choosing the option. This can be done in T5Edit. If you mean the dialogue which appears on-screen then you are talking about subtitles and they can be turned off in the game options or somewhere (you can have audio, on-screen or both). Edited March 18, 2022 by Grey Cloud
wattbatt Posted March 18, 2022 Author Posted March 18, 2022 1 hour ago, Grey Cloud said: If you mean the dialogue options then if you remove things from there you will have no way of choosing the option. This can be done in T5Edit. Hmm yes but I don't want to delete that dialogue, just make it unavailable for guards. I use tesvedit and i have no clue how to proceed. I can see the sections "dialog topic" and "dialog branch" in the mod's esp and the specific dialogue entry, but i don't really have clue how to proceed. Skimming around i think i have understood that the game determines "who says what to who" based on a quest system, including quests that are like permanently in background to make people have dialgues anway if you have any more idea...i talked about creation kit but im more fond of tesv tbh
Grey Cloud Posted March 18, 2022 Posted March 18, 2022 Are we talking a mod or vanilla? If it's vanilla then I could imagine it getting very complicated, very quickly. I've only ever done this with several NPCs from the same mod. Back up the esp. In T5Edit I found the entries for the NPC in one of the Dialogue sections and deleted all those you don't want. Save. Right-click on the esp and select 'check for errors'. This should bring up a number of errors relating to the now missing entries. Work through those deleting as you find them. Save. Keep checking for errors and deleting until '0 errors' arrives.
RohZima Posted March 19, 2022 Posted March 19, 2022 Psalam's option is a perfect solution - non destructive. You just add in some impossible to meet condition to the topic window. Maybe upload the esp so one of us can do it. All the info is on this page: https://www.creationkit.com/index.php?title=Bethesda_Tutorial_Dialogue 1
Heroine HoneyCrotch Posted March 19, 2022 Posted March 19, 2022 In condition checks from dialogue add GetInFaction set it for IsGuardFaction and set the value to 0 I have this dialogue set up to fire on female guards, so I have isguardfaction set to 1. Setting it zero would make that dialogue so that it wouldnt fire for guards. Spoiler 1
wattbatt Posted March 19, 2022 Author Posted March 19, 2022 (edited) 9 hours ago, RohZima said: Psalam's option is a perfect solution - non destructive. You just add in some impossible to meet condition to the topic window. Maybe upload the esp so one of us can do it. All the info is on this page: https://www.creationkit.com/index.php?title=Bethesda_Tutorial_Dialogue Well actually i asked for creation kit to gather more info,because in my modding experience everything that creation kit does can be done also by Tesvedit, but i have skyrim LE (not with steam) so i don't have the creation kit, ill try to work around a bit and see Edited March 19, 2022 by wattbatt
Heroine HoneyCrotch Posted March 19, 2022 Posted March 19, 2022 27 minutes ago, wattbatt said: everything that creation kit does can be done also by Tesvedit You need xedit for this one friend. What mod is firing dialogue on guards that you dont want?
wattbatt Posted March 19, 2022 Author Posted March 19, 2022 (edited) 1 hour ago, Heroine HoneyCrotch said: You need xedit for this one friend. What mod is firing dialogue on guards that you dont want? **BIG EDIT** So yeah basically for some reason my brain for the past 2 days entirely skipped the fact that near the dialog entry there is a little "+" where i can expand and now i see all the conditions you were talking about...i am so mad. I guess toying around with those conditions should do Milkmod economy. But i'd like to learn how to manage dialogues in general, it's not only this specific mod that i would like to change. For now i would like to remove the "hey there" dialogue from guards. Aren't xedit and tesvedit the same program? it's called tesvedit for skyrim, it's called something else for fallout 4 i think , but it's the same program. The sentence that MME adds is right there in the .esp, but tesvedit/xedit doesn't have an interface as friendly as the creation kit, so even though i found the dialog i don't know how to proceed. I saw you talked about conditions but i dont see entries to change those around here Edited March 19, 2022 by wattbatt i am idiot 1
Heroine HoneyCrotch Posted March 19, 2022 Posted March 19, 2022 (edited) 41 minutes ago, wattbatt said: for the past 2 days entirely skipped the fact that near the dialog entry there is a little "+" where i can expand 2 days? that's it? You dodgy little fucker you nailed it! That shit is there! I early meant to say you needed the ck, not xe4dit. I always launched ck to change stuff in condition checks, in there anyways though but still, very nice. You still want IsGuardFaction set to 0 get rid of dialogue firing on Guards. Spoiler Edited March 19, 2022 by Heroine HoneyCrotch 1
wattbatt Posted March 19, 2022 Author Posted March 19, 2022 1 hour ago, Heroine HoneyCrotch said: 2 days? that's it? You dodgy little fucker you nailed it! Yeah man, nice hunt. But what a headache; i was so absorbed by this i spent 70% of my wake time with my mind just looping on it in these days. Very well, now i can also edit dialogues that i don't like of other mods, thanks all.
Cassandraaa Posted March 17, 2025 Posted March 17, 2025 (edited) how to modify the dialogues that is not appearing in xedit? so i just installed sexlab eager npc (slen), and in the dialogue option, there was a "(SLEN)" dialogue mark like (persuade) or (intimidate), followed by the dialogue sentence which was a slen mod. i was looking for all slen dialogues in xedit, trying to modify it but the problem is the dialogues that contains "(SLEN)" mark were not there. any tips? Edited March 17, 2025 by Frankenssteinn
Swe-DivX Posted March 17, 2025 Posted March 17, 2025 14 hours ago, Frankenssteinn said: how to modify the dialogues that is not appearing in xedit? so i just installed sexlab eager npc (slen), and in the dialogue option, there was a "(SLEN)" dialogue mark like (persuade) or (intimidate), followed by the dialogue sentence which was a slen mod. i was looking for all slen dialogues in xedit, trying to modify it but the problem is the dialogues that contains "(SLEN)" mark were not there. any tips? Do you use Dynamic String Distributor (DSD)?
Cassandraaa Posted March 19, 2025 Posted March 19, 2025 (edited) On 3/18/2025 at 5:13 AM, Swe-DivX said: Do you use Dynamic String Distributor (DSD)? nope. i don't use it unfortunately. i played on LE version. and when i searched for it, it directed me to nexus SE site. Edited March 19, 2025 by Frankenssteinn
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