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The crux with the player name or Why does the Alias not work?


Twycross448

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Posted

Alright, I got to ask.

 

If I want the player characters name to come up in dialogue, I use <Alias=Player> in the text, no?

 

Like this:

 

Player: "Greetings, my good man. My name is <Alias=Player>. Alvor the blacksmith over from Riverwood sent me. Said you could have need of my help."

 

NPC: "Ah, so you're that <Alias=Player> fellow. Welcome, welcome."

 

 

Additionally, I made sure that I set "Player" as a ReferenceAlias in the "Alias" tab of the quest window.

 

So, what am I overlooking? Because in-game, the text is displayed exactly like that, and <Alias=Player> is not replaced with the player characters name. :-/

Posted

So there actually is no way to have a NPC adress the player by name?

 

Wow. That is kind of lame, I guess. Wonder why no tutorial I read so far mentions this.... ah well, back to the drawing board then and plan the dialogue without "name calling", so to say.

 

Thanks for the info.

Posted

There was no need for that I guess, because all dialogue is voiced. There was no way for Bethesda to record all possible names people would come up with, so they just call you Dragonborn in most cases instead. Your name does appear in some letters, though.

Posted

There was no need for that I guess, because all dialogue is voiced. There was no way for Bethesda to record all possible names people would come up with, so they just call you Dragonborn in most cases instead. Your name does appear in some letters, though.

 

I understand that. Still, Bethesda could have easily guessed that later on, modders would perhabs find a use for such a function. Not all mods are voiced, after all.

(I do not know if the previous TES games had this functionality, but I think I remember at least Morrowind having something like it. May be remembering wrong, though. Long time ago and all.)

 

It is mentioned on the Creation Kit wiki.

 

That Wiki page makes no mention whatsoever of dialogue at all. Or if it does, it is in a form that does not catch my attention. ^_^

 

 

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On another dialogue related topic.

 

If I have a dialogue where the player asks the NPC "Got any job for me?" and I set up the NPC to have 5 different answers picked randomly (using the "Random" flag), is there a way to make 2 of the 5 possible answers more likely to be picked? Like, Answer 2 and 4 have a 20% chance to be picked and answers 1, 3 and 5 have a 10% chance to show up?

Posted

Uncheck the random flag, und set in each answer the Condition GetRandomPercent >= (100 - YourChance), for a 20% it would look like GetRandomPercent NONE >= 80.0000.

 

The last answer in this topic list must have not such a condition as a fail safe because every topic info will evaluate the conditions seperately.

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