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Somebody could teach me to make an NPC


Heinos

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Posted

???  The construction set.  Create a copy of an NPC and rename it. Best use a NPC from the city or village you want to add him/her. Then you already have the righ faction.

 

NPC creation

https://itachisforum.board-directory.net/t2-oblivion-tutorial-how-to-make-a-npc
https://www.tamriel-rebuilt.org/content/tutorial-construction-set-tips

 

 

And what about the face ?  You want to copy a Player face to an NPC?  Use " Oblivion Face Exchange Lite "     https://www.nexusmods.com/oblivion/mods/7808

 

Posted

okay, literally while i was waiting i was toying making a NPC from Scratch with the construction set i learned how to make a .esp and saved it but the pluggins that i used does not get saved as a requiriment for it (i need to link it with XEOSP for the race)

Posted

???  If you use another Mod it is always a masterfile of your new esp.

 

If you use a race Mod to create a NPC , the race Mod is the masterfile of your new NPC Mod esp.  And that is always added and saved by CS in your new esp.

Posted

well quite strange i did make the NPC but when i save it and open it again in the construction set it gets changed it's race to the dummy race

Posted

Dummy race ?

 

Best tell us the race you want  (a XEOSP race ? )

And how you do it.    What mods are you loading with the CS?

 

And uload your esp.

Posted

Okay.   Not to re-iterate anything but...

 

clarification.jpg

 

For clarification, when you are making your NPC, you are opening the DATA window when you first launch the Construction editor?  And when you do, you are marking the checkboxes for the race master file(s) for the NPCs you wish to create?  That, and you did not set any other mod as the 'Active' mod, ala the one actively being altered. 

 

As seen above, I selected the MBP 2-Ch and x117 race masters... I don't have the XEOSP race sets (though the modified XEO Tabaxi is kickin').  And as they are checked off, any mod I would make would designate the pair above as required masters for whatever mod I chose to save.  And on loading my newly saved mod, the masters would load automatically.

 

Alternatively, are you getting any error messages when loading XEOSP?  Are you using just the normal Construction Set? Or are you using the Construction Set Extended available at Nexus Mods?

 

 

Posted

i just use the old and reliable Construction Set the same you are using maybe i missclicked something in process i'll try now to do something

 

also forgot to ask knowing that Xeosp does not have a esm, it could affect something?
and what im trying to say it should be marked as a master for me making with it a custom NPC with it, but how? 

also and just because i need to sleep, how do i copy a NPC? im very confused and don't see any option when i right click any NPC

Posted

First,  Construction Kit Extended is an extension of the Construction Kit.  You install it 'over' the Construction Kit, though it also requires you have OBSE for additional coding functionality.  IE, if you wanna edit a mod that relies on the OBSE, you'll want this for your editor.  My previous post mention of it, I included a link to the Nexus Mods page for it.

 

It shouldn't make any difference if XEOSP is an ElderScrollsMaster (ESM) or ElderScrollsPlugin (ESP), as I have made plugins based on race esp files as well.  As to it saying it is a master file... it's better to say it will appear in the 'Parent Master' window as your plugin will be dependent upon it.  If you have XEOSP.esp checked off in your editor while you are making your own plugin, saving your plugin will save in its memory that XEOSP is a parent file for it.

 

And copying an NPC?  Okay, let's say you wanna give M'aiq the Liar a sister. :D 

 

Go into the Actor database and find him.   On the left side, his Editor ID will read Maiqtheliar.   Pretty much bland, eh?  So,  Mouse click over the Editor ID until it becomes highlighted and editable.  Change the Editor ID to something like MindyTheLiar and hit [Enter].  You will get a prompt asking if you want to 'Create a new Object'.  Definitely hit 'Yes' otherwise you'd be changing M'aiq... and you don't wanna do that.

 

Now that you have created a new Object, a duplicate of M'aiq, you can go and edit this NPC how you want!  Mindy... *cough*  will have all the same AI settings, travel paths and gear/race/gender as M'aiq.  So these are things you want to change.

 

 

Posted

Yes you must load all files you want as Masterfiles.

 

For a simple race Mod you can use the old CS.  If you don't want Scripts with OBSE commands in your NPC esp  it wil work.

But with CSE you have less crashes.

 

 

And after you have finished your esp you have to clean it with TES4Edit.    If you use the old CS you have the argonian race in your esp, because you watched/opend the races.  And if you have worked with interior cells you have the "abandoned mine" in your esp.   Argonian and abandoned mine you find in many Mods, also in new mods of the last years. There are still people who don't clean their mods.

Posted
11 hours ago, LongDukDong said:

let's say you wanna give M'aiq the Liar a sister

okay that's just the best idea i've ever heard, i think i would call her M'aika (yes i changed the q maybe i shouldn't)
the only problem would be make her voice sound like a khajiit female and different dialogues because the scripts would be the same or maybe make little tweaks.

now im going to see if i can repair my mistakes 

Posted

If M'aiq the Liar is changed into female she will use female Khajiit voice. Because it is a differen AI , she can not use the voice files of her brother, she will use the vanilla greetings and dialogue options, none of her brothers dialogues.  All dialogues that are made for one NPC can't be used by other NPCs. There dialogues that are made for factions  or classes e.g. all guards can use the guards dialogues.

 

And the script of M'aiq will work with her sister, no ID or Ref in the script. It just handles the AI packs.

 

You get a traveling female Khajiit  without special dialogues.

Posted

i think i got a strange problem


problem: i opened the Construction Set, Loaded Oblivion.esm and Xeosp++.esp right,

made a copy of agnete the pickled cuz was the first thing i see but when i saved it on my custom

.esp, the first thing i see that it does not recognize the race it used and other kind of details like the hair and eyes changing everything to vampire race and eyes and hair "nothing"

 

in resume it's screwing my mind now

Posted
2 hours ago, fejeena said:

You get a traveling female Khajiit  without special dialogues.

Ah, yes... the Dialogs!  She will use traditional greetings of Khajiit and not M'aiq's custom "M'aiq knows much, tells some. M'aiq knows many things others do not."  IF... you wish to make a custom greet just for her... First, let me tell you where to find the general greetings.....

 

Within the Oblivion mod, there are a fair number of Quests.  The Quests are where the dialog for every character is stored.  Granted, not all quests have dialog as they control game flow.  But what quests do have dialog... they got plenty.

 

For General greetings, look for the 'Generic' quest.  Within, you will find a topic with the ID of 'GREETING'.  GREETING is a topic used through many quests, but for general greetings, look here.  And entertainingly, the very first greeting in the list belongs to M'aiq!  How convenient!!!!!

 

If you want to make a topic for M'aika (Nice name BTW)... you can do one of two things... Make a copy of M'aiq's dialog or make a new one right here.  But before you do anything... STUDY the dialog in the windows below:

 

The Response Details window:
Here, you have one (or more) line(s) of dialog for a given greeting or statement.  Each line of dialog has an Emotion attached (on the right side of the dialog).  So, for each spoken dialog, you can set an emotion so their face changes... be it happy, sad, disgusted... etc.

 

Also, a  character may have a greeting that has TWO lines... spoken back to back.  For example, Sheogorath may say something utterly amusing with a happy 100% emotion, and then his second line could be terrifying with a 100% anger setting.  Well, he is ridiculously bi-polar as befits the ruler of Mania and Dementia.

 

The RESULT script window:
Well, this is used if the resulting dialog also triggers some script... Beginners shouldn't touch it.  Let you begin learning first.

 

The Conditions window:

  1. THIS IS FREAKIN' IMPORTANT!!!  Okay, look at the conditions for M'aiq's dialog...  
  2. Is the speaker the target?  Nope.  YOU are the target, so that setting of NO is proper. 
  3. To make the dialog only be spoken by a particular NPC, we use GetIsID as the Function Name
  4. To make the dialog to be keyed to Maiq, the Function info is set TO be keyed to Maiq's database editor ID
  5. The comparison and Value indicates == 1    This is boolean.  1 means true, and 0 is false.  Get it?  I hope.

*M'aiq's reference.....  

Well, when you place a character on the map, it is a 'reference' to something in the Oblivion (or your mod's) database.  So you could have fifteen M'aiq's out there.  :D They'll all use this same dialog.

 

Now, again.... to COPY or to make new.  If you copy the dialog, make sure that you only edit the duplicate and not the original.  Each has its own unique FORM ID to identify which is which.  Below, you will see two windows.  The first shows M'aiq's dialog as it normally appears.  The second is after I made a copy of his dialog, noting which is the copy by its form ID.  Usually, you may have to 'stretch' open the ID column to see the ID as I did here.

 

Texts.png

 

Then, you can just edit the 'condition' and change the NPC from Maiq's to M'aika's.  Creating new dialog isn't much difficult.   Just right clicking and filling in the blanks.

 

Now.. regarding RACES.   The Oblivion .esm already holds Greetings for all basic races. Now even though the greetings within do not specify that a greeting is for any given race, the system first reads "Argonian, Breton, Dark Elf....." down the line and assumes that the greetings are for those in the mod.  Ah, a nice downfall.   So any race mod TYPICALLY will not have default greetings applied, even though the greetings in Oblicion 'appear' to be carte blanche'.  So yes, your XEOSP mod, likely has no GREETING content.  And as such, making a Tabaxi NPC with it will give it no greetings that you do not personally create. OR you could make a set of greetings just based on the Xeo Tabaxi race.  This I learned from the ever present I HAVE NO GREETING issue that oft' appears.

 

This is probably a lot to take in, so first study this... tinker a little to get practice just with M'aika (is she single?)... and most importantly...  Have FUN!

 

♦       ♦       ♦

 

EDIT:  Given the below was posted while I was writing 'above' content...
 

43 minutes ago, Heinos said:

problem: i opened the Construction Set, Loaded Oblivion.esm and Xeosp++.esp right,

made a copy of agnete the pickled cuz was the first thing i see but when i saved it on my custom

.esp, the first thing i see that it does not recognize the race it used and other kind of details like the hair and eyes changing everything to vampire race and eyes and hair "nothing"

 

Okay... you are opening up the Construction Kit, and making a plugin with Oblivion and XEOSP+ as parents...

  1. You go into DATA where you see the list of Mods
  2. You 'Click' and checkmark Oblivion.esm
  3. You 'Click' and checkmark XEOSP+.esp
  4. Neither of these are labeled as the 'active' file.
  5. Then you hit [OK].
  6. You get a message stating "You have not set a file as the active file. Do you wish to continue?" and you hit [Yes] to proceed.
  7. At THIS point, the Construction Kit assumes, you are making a new file that is 'Active' with the checkmarked Oblivion and XEOSP+ files as parents that are not touched.

 

Then, you go into the database, and screw with a new copy of Agnete

  1. You highlighted and altered the AgnetethePickled ID to make a new copy of the object
  2. Then you hit [Save] and saw the window that said [Save as ESP] / [Save as ESM] and then clicked the ESP button.
  3. At this point, your Active custom file is now saved.  Only the contents of your custom .esp holds the edits.  But the ESP depends on its parents.

 

Now... when you go back into the Construction Kit and highlight your new custom esp file, do both 'Oblivion' and 'XEOSP+' appear within the Parent Masters window on the right?

 

LoADING.jpg

 

If you selected/checkmarked XEOSP+ as a 'parent' when you started making your custom file, it would be saved as a requirement and would appear.  It would also be why you could edit/alter a character to an XEOSP+ race.  But if it doesn't show in the Parent Masters window, it never saved.  And if that was the case, you would not have been able to edit/alter anyone to use any of its races.

 

Posted
42 minutes ago, LongDukDong said:

But if it doesn't show in the Parent Masters window, it never saved.  And if that was the case, you would not have been able to edit/alter anyone to use any of its races.

well it saves the copy of the NPC with the changed ID and Name but does not save the xeosp+.esp as a parent file , but every other file it saves(sounded like yoda at the end)

Posted

Sounds like your signature is ... apt?

3 minutes ago, Heinos said:

well it saves the copy of the NPC with the changed ID and Name but does not save the xeosp+.esp as a parent file , but every other file it saves(sounded like yoda at the end)

 

Okay, Yoda.  Pop Quiz....

 

Have you tried to set 'Oblivion.esm' and  'Beautiful People 2ch-ed.esm' (aka MBP to others) as parent files, and then try to adjust an NPC?  Like... alter ... Calindil of the Mystic Emporium and make him a .. hrm... (thinking?) ... a female Mi'qote?   Hitting save, does Calandil retain the change in your saved plugin?

 

Okay... Yoda:

Spoiler

 

 

 

Posted
2 hours ago, LongDukDong said:

Have you tried to set 'Oblivion.esm' and  'Beautiful People 2ch-ed.esm' (aka MBP to others) as parent files, and then try to adjust an NPC?  Like... alter ... Calindil of the Mystic Emporium and make him a .. hrm... (thinking?) ... a female Mi'qote?   Hitting save, does Calandil retain the change in your saved plugin?

... yes im surprisingly stupid im even impresed of that, never thinked of that before

 

well i should try, but for later now im going to take a break

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