HJHughJanus Posted November 19, 2022 Posted November 19, 2022 (edited) So in CK you can find a lot of dialogue topics - see here: Â Now those, which are not in brackets, show up in the "topic" type property list and can be used for NPCs. Does anybody know how I can use the one in brackets? I cannot find them in the topic list. Â Best Regards HJ Â Edit: In xEdit I saw that those with the brackets do not have an EditorID, only a FormID. Does that mean, I can not use them with Say()? How could I use them? Edited November 19, 2022 by HJHughJanus
traison Posted November 19, 2022 Posted November 19, 2022 (edited) According to the wiki, those are not topics, but rather "topic infos". What that means in practice I do not know, maybe the wiki pages have an answer. Maybe you've already read those. Edited November 19, 2022 by traison
Fotogen Posted November 19, 2022 Posted November 19, 2022 It will not show in CK, when assigning properties. But you can "trick" it in script with Game.GetFormFromFile(). Â Wiki says, that Say can CTD if actor is already "saying" other things. So be carefull. Â How I know this? SL Triggers has a undocumented command "actor_say". Because I wanted that actors would "say" stuff during SL scenes. It works. Kinda, sorta. Some notes: it kinda works in NPC only scenes. PC is funky. Totaly doesn't do anyting if TFC is on. Also: in SL scene, actors can't say anything anyway, because SL framework forces them. So zero/low chance of CTD (based on Wiki). Â Overall, Say was unreliable, so I stoped bothering.
HJHughJanus Posted November 19, 2022 Author Posted November 19, 2022 What does SL mean? Can I check if the actor is currently saying something? And the GetFormFromFile would need the FormID as an argument, I suppose?
HJHughJanus Posted November 19, 2022 Author Posted November 19, 2022 Or could I give these "topic infos" an Editor ID and then use it?
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