Fuchsia Bunny Posted February 10, 2012 Posted February 10, 2012 I can sucsessfully modify existing assets in the game, for example removing a topics conditions so that every npc in the game then shows that topic. But I cannot for the life of me get any new dialog to show, this is what i've tried doing: loaded skyrim.esm created new quest (unique ID, Priority 100, start game enabled) new dialog view, branch, branchtopic set branch_topic text, new response & text, no conditions (yet) Any help would be greatly appreciated. I know without dud sound files or a Skyrim version of somthing like "OBSE -Elys- Universal Silent Voice" the text will just flash, but im unable to even get that far
labrat Posted February 11, 2012 Posted February 11, 2012 If it's anything like previous versions something has to add the topic in game e.g. script call or an add to an existing topic. I haven't got round to doing this in Skyrim, but for Oblivion I used scriptName AAAddBunnyTopic short DoOnce Begin GameMode If DoOnce == 0 AddTopic BunnyTopic Set DoOnce to 1 EndIf End BunnyTopic just introduces the character, Then in the topics tab of the quest window, in BunnyTopic I addTopic the next layer of dialogue. I'm guessing that Skyrim will need a similar trigger - 'though the Papyrus script will be different I suppose, so I'd look for an existing example.
Fuchsia Bunny Posted February 11, 2012 Author Posted February 11, 2012 This is as far as i've got and still no luck; ----- Scriptname aaa_Bunny_Quest_Script extends Quest Topic Property aaa_Bunny_Topic Auto EVENT onInit() debug.messageBox("Test") ;working aaa_Bunny_Topic.Add() endEVENT -----
galgat Posted February 12, 2012 Posted February 12, 2012 after making a quest, and New NPC "(might be best to make then unique) for your dialog. Left hand side of "Dialog Views" Tab window after double clicking your new Quest. Right click there and click new. allow your quest name to remain, and add something like MyquestFirstContactNPC. then in big white window on right side right click and "create Branch" name it something like MyquestFirstTalkNPC. then add the Topic text like "You need any Help" then under that in window below right click and click new. Adding something like "yes, My butt itches, could your scratch it for me." hit okay. then back at topic in "Conditions" right click and make new, and use "GetIsID" the the button to the right of that click it, and pick your NPC in the list. [This so only your NPC can say this] should have something like GetIsID MyNPC == 1 and click OKAY. now Double click the Response Text and at the bottom of that screen is a "record" Button, click it and record your dialog, speak it or just let it be silent. and save. if you don't do this dialog will flash on screen real fast and be hardly noticeable. click OK to all screens and close them all out, and save. I am assuming that you placed your NPC in the game all ready. now save Mod give it a name. Activate your mod in the loader screen of game, start came go find you NPC and see if you get dialog. [sound bites are saved in the "Data\sound\Voice\name of your mod" If you notice a Temp.wav file in the Voice folder, this is your sound bite before it was saved to your Mod folder this changes with each new sound bite you record. but your sound bite should be saved in your mod folder with a name like MyMod__00000D6B_1] I may have missed a step or 2 there, but that is the basic things you need to do. I m sort of assuming you have played some with the editor alreay and have most of the really basic stuff understood.
Fuchsia Bunny Posted February 13, 2012 Author Posted February 13, 2012 I was attempting to bypass creating an NPC assuming that by not having any conditions it would inject the topic into every single NPC then I could later add conditions when I had it working and go from there...
galgat Posted February 13, 2012 Posted February 13, 2012 Did you make a quest, and give it a percentage of override like 100% because as many mods as are in the game some might take priority over just a single dialog, but a quest would get a special priority.
Fuchsia Bunny Posted February 13, 2012 Author Posted February 13, 2012 I already upped the quest priority from 0 to 100 in my first post ..... I give up... Edit: In the interest of bringing closure to this thread the problem is no longer present after fully reinstalling the game and CK. First try was a success so at least my sanity has been restored
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