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How to make NPCs say GenericDialogue which CK shows in brackets?


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Posted (edited)

So in CK you can find a lot of dialogue topics - see here:

image.thumb.png.2501ad7260ff2d285bb7931e54d6e7fe.png

 

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.

 

Best Regards

HJ

 

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 by HJHughJanus
Posted (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 by traison
Posted

It will not show in CK, when assigning properties. But you can "trick" it in script with Game.GetFormFromFile().

 

Wiki says, that Say can CTD if actor is already "saying" other things. So be carefull.

 

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).

 

Overall, Say was unreliable, so I stoped bothering.

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