How to make an NPC only use your new greetings

Post » Wed Dec 30, 2009 10:32 pm

I created an NPC who has a custom voice I made. He is an imperial, so he still uses the stock imperial voice for some greetings, randomly mixed with my new ones. Is there an easy way to make it so he only says my greetings? I tried to look at shady sam, because he always says his custom greeting/goodbye, but I couldn't figure out how bethesda did it.
User avatar
evelina c
 
Posts: 3377
Joined: Tue Dec 19, 2006 4:28 pm

Post » Wed Dec 30, 2009 9:16 am

Far from a specialist here, but have you tried having your greetings first in the topic list, and either NOT having the random flag checked (if only one greeting), or having it checked, with the random end checked on the last (if several greetings)?
User avatar
ILy- Forver
 
Posts: 3459
Joined: Sun Feb 04, 2007 3:18 am

Post » Wed Dec 30, 2009 1:25 pm

Far from a specialist here, but have you tried having your greetings first in the topic list, and either NOT having the random flag checked (if only one greeting), or having it checked, with the random end checked on the last (if several greetings)?

I didn't know you could move them up or down the list, I'll look into that and see if it helps. Thanks!
User avatar
Mel E
 
Posts: 3354
Joined: Mon Apr 09, 2007 11:23 pm

Post » Wed Dec 30, 2009 9:57 pm

I didn't know you could move them up or down the list, I'll look into that and see if it helps. Thanks!

I don't know if you can do it with the CS, but maybe with TES4Edit. But I know the CS Wiki says this: "Now, when determining which line to play, the game starts at the top of the list of info lines and proceeds done until it finds one that satisfies current conditions". I followed this advice in quests I'm making where I want the merchants to pick my lines instead of the random when closing the barter menu. And putting them in the top worked.
User avatar
NIloufar Emporio
 
Posts: 3366
Joined: Tue Dec 19, 2006 6:18 pm

Post » Wed Dec 30, 2009 1:32 pm

I didn't know you could move them up or down the list, I'll look into that and see if it helps. Thanks!

I don't understand why there are no move buttons associated with that list, like there are with the conditions, but they decided to have keyboard movement for that one. IIRC Ctrl plus left/right arrows does it, after you've selected the one to move. http://cs.elderscrolls.com/constwiki/index.php/Category:Editing_Dialogue

If you're getting your quest's greetings replaced by generic ones from the NQDxxx (Non-Quest Dialog) quests then quest priority is too low.
User avatar
BaNK.RoLL
 
Posts: 3451
Joined: Sun Nov 18, 2007 3:55 pm

Post » Wed Dec 30, 2009 8:28 am

I don't understand why there are no move buttons associated with that list, like there are with the conditions, but they decided to have keyboard movement for that one. IIRC Ctrl plus left/right arrows does it, after you've selected the one to move. http://cs.elderscrolls.com/constwiki/index.php/Category:Editing_Dialogue

If you're getting your quest's greetings replaced by generic ones from the NQDxxx (Non-Quest Dialog) quests then quest priority is too low.

Thats nice to know because I didn't see any way to move them around. However, the problem is the generic greetings are being used, even though my quest priority is 100. It could be that merchant dialogue is playing, so those seem to be getting mixed in with mine yet. Would I need to move my greets to the merchant dialogue and conditions?
User avatar
Stephanie I
 
Posts: 3357
Joined: Thu Apr 05, 2007 3:28 pm

Post » Wed Dec 30, 2009 6:45 pm

Thats nice to know because I didn't see any way to move them around. However, the problem is the generic greetings are being used, even though my quest priority is 100. It could be that merchant dialogue is playing, so those seem to be getting mixed in with mine yet. Would I need to move my greets to the merchant dialogue and conditions?


Well not for the greetings dialog, are you 100% sure that your conditions is completely correct?
and are you sure that the quest is started? if not then you need something to trigger it
User avatar
Lil Miss
 
Posts: 3373
Joined: Thu Nov 23, 2006 12:57 pm

Post » Wed Dec 30, 2009 2:39 pm

Well not for the greetings dialog, are you 100% sure that your conditions is completely correct?
and are you sure that the quest is started? if not then you need something to trigger it

I should have clarified, that my greetings are playing part of the time, and the stock greetings are playing part of the time.
User avatar
Neil
 
Posts: 3357
Joined: Sat Jul 14, 2007 5:08 am

Post » Thu Dec 31, 2009 12:52 am

One other option, if scripting on the NPC is practical is to just force a custom greeting instead of using a standard one. So long as this greeting doesn't end the conversation right there, it should function in much the same way in nearly every situation.

scn <scriptNAME>short talked ;; used if you want to force other greetings after an initial one or need a variable to determine what greeting is usedbegin onactivate playerif getdead != 1 && isincombat != 1 && player.issneaking == 0startconversation player specialgreetingelseactivateendifend


In testing with a non-special, essential character I didn't notice any obvious problems. There was a slight delay between activation and the beginning of the conversation, but as this usually was something along the lines of turning to face the player before speaking (looks more natural), seemed to be more of a positive aspect than a negative one. May not work as well with a sitting NPC though.
User avatar
kevin ball
 
Posts: 3399
Joined: Fri Jun 08, 2007 10:02 pm

Post » Wed Dec 30, 2009 7:40 pm

One other option, if scripting on the NPC is practical is to just force a custom greeting instead of using a standard one. So long as this greeting doesn't end the conversation right there, it should function in much the same way in nearly every situation.

scn <scriptNAME>short talked ;; used if you want to force other greetings after an initial one or need a variable to determine what greeting is usedbegin onactivate playerif getdead != 1 && isincombat != 1 && player.issneaking == 0startconversation player specialgreetingelseactivateendifend


In testing with a non-special, essential character I didn't notice any obvious problems. There was a slight delay between activation and the beginning of the conversation, but as this usually was something along the lines of turning to face the player before speaking (looks more natural), seemed to be more of a positive aspect than a negative one. May not work as well with a sitting NPC though.

Could experiment with the sayto player command instead if I didn't like the way it looks. Thanks for the idea!
User avatar
Bigze Stacks
 
Posts: 3309
Joined: Sun May 20, 2007 5:07 pm


Return to IV - Oblivion