[RELz] Idle Dialogues

Post » Tue Dec 13, 2011 3:00 am

Thanks for the update! ;)
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Chase McAbee
 
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Post » Tue Dec 13, 2011 12:37 pm

:foodndrink: Merci beaucoup
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Sammygirl500
 
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Post » Tue Dec 13, 2011 12:14 pm

And...another update.

A bug was introduced in the script in 1.1 which prevented most NPCs from saying their Idles. It's now fixed. (that was kind of counter productive. Silly me. ;) )
Also, I've added a condition to prevent unconscious NPCs from saying their lines. (Most notably Peryite's unconscious worshippers)

Thanks for the updates.

I'm actually wondering if maybe it's not working for me, because I haven't really come across any idle dialogues save for a couple when I first tried it a while back. But then I probably haven't been playing the game "straight" such that I'd be around lots of NPCs lately, so I'll give it some time.


The centre of the Market District is most prone to hearing the idle dialogues with all the NPCs wandering around. Or sneaking in NPC-occupied dungeons can help as well. :)
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kristy dunn
 
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Post » Tue Dec 13, 2011 12:51 am

Thanks, I'll try that out. I also don't have subtitles so it's possible I just didn't hear them spoken, but like I said it's probably just that I haven't played enough. Also like I said guessing about why they left it out of the game, it would be kind of weird to have the idle dialogues being spoken extremely frequently, anyway.
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Noraima Vega
 
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Post » Tue Dec 13, 2011 3:33 am

Removing: ErTeeusREF [ACHR:0001ECC4] (places ErTeeus "Er-Teeus" [NPC_:0001ECB1] in GRUP Cell Persistent Children of [CELL:00023777] (in Tamriel [WRLD:0000003C] at 0,0))
Removing: GRUP Cell Persistent Children of [CELL:00023777] (in Tamriel [WRLD:0000003C] at 0,0)
Removing: [CELL:00023777] (in Tamriel [WRLD:0000003C] at 0,0)
Removing: Tamriel [WRLD:0000003C]
Removing: GRUP Top "WRLD"
[Removing "Identical to Master" records done] Processed Records: 24 Removed Records: 5 Elapsed Time: 00:00

Safe to clean?
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emily grieve
 
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Post » Mon Dec 12, 2011 11:33 pm

Safe to clean?


My bad. Yep.

Cleaned version uploaded. :foodndrink:
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chloe hampson
 
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Post » Tue Dec 13, 2011 12:08 pm

Thank ye. :)
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kiss my weasel
 
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Post » Tue Dec 13, 2011 5:55 am

This mod touches a single NPC - MQ09UndeadBlade01 - with the only change from vanilla Oblivion.esm being the minimum NPC level calculation. I'm guessing this is a wild edit and should be removed?
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Lew.p
 
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Post » Tue Dec 13, 2011 9:55 am

Thanks for the update. :goodjob:
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Miragel Ginza
 
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Post » Tue Dec 13, 2011 7:32 am

Thanks indeed. :)
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Harinder Ghag
 
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Post » Tue Dec 13, 2011 4:41 am

Looks like all the chargen guys are working properly now :)

FYI - You should make a note that this requires Shivering Isles. The scripts make reference to some NPCs from SI and users who don't have it will run into problems when the scripts abort due to missing references.

A new problem seems to have been introduced. I was out on the Waterfront and provoked the pirates on the ship into chasing me. Methredel was hanging around the area and started yelling for the guards. Only she kept getting cut off in the process of doing so, and all you'd hear from her would be a syllable or two. Over and over again. It was rather amusing at first, but grew to be irritating. Doesn't seem to happen if I deactivate the mod and provoke the pirates again.
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naana
 
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Post » Tue Dec 13, 2011 4:54 am

This mod touches a single NPC - MQ09UndeadBlade01 - with the only change from vanilla Oblivion.esm being the minimum NPC level calculation. I'm guessing this is a wild edit and should be removed?


And another edit that I forgot. It was pretty late when I did that one. :P
Yes it can be removed.

Looks like all the chargen guys are working properly now :)

FYI - You should make a note that this requires Shivering Isles. The scripts make reference to some NPCs from SI and users who don't have it will run into problems when the scripts abort due to missing references.

A new problem seems to have been introduced. I was out on the Waterfront and provoked the pirates on the ship into chasing me. Methredel was hanging around the area and started yelling for the guards. Only she kept getting cut off in the process of doing so, and all you'd hear from her would be a syllable or two. Over and over again. It was rather amusing at first, but grew to be irritating. Doesn't seem to happen if I deactivate the mod and provoke the pirates again.


Thanks for the report and the SI notice. I'll check that out. Odd one that is. While "IsTalking" fixed a lot of issues with NPCs saying one idle in the middle of another or in the middle of conversations, I thought it'd affect everytime the NPC say a line. Hmm.
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Sheila Reyes
 
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Post » Mon Dec 12, 2011 8:51 pm

This mod is great - and funny! However it's a little disconcerting when my dinner talks :lol: I play as a vampire and after my nightly feeding, my dinner, the maid in Battlehorn Castle, proceeded to mutter something about snow. She was sleeping at the time and did not wake. I guess NPC's can talk in their sleep! :rofl:
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Alexis Estrada
 
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Post » Mon Dec 12, 2011 8:49 pm

On that Waterfront thing, I started a brawl in Bruma and NPCs there seem to be yelling for the guards just fine. Maybe something odd about Methredel's idles?
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Zualett
 
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Post » Mon Dec 12, 2011 9:50 pm

New version is up!
The new conditions added should stop NPCs from saying idles while asleep, in combat or at the moment the vampire player drank their blood.


Bugfixes:
  • Added a condition to the script to prevent sleeping NPCs from saying their idles.
  • Added a condition to the script to prevent NPCs from saying their Idles if they're in combat.
  • Added a condition to the script to prevent NPCs from saying their Idles right after the player drank their blood as a vampire.


Download:
http://tesalliance.org/forums/index.php?/files/file/883-idle-dialogues-english-version/
http://tesnexus.com/downloads/file.php?id=38466
http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=6639


In addition, Beagle2 from the Nexus told me that Idle Dialogues works with his German version of Oblivion.
I thought that since they did not implement the idle dialogues in the game, they might not have translated them in all languages. So Idle Dialogues will work with any language version of Oblivion.

Cheers! :foodndrink:
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Aaron Clark
 
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Post » Mon Dec 12, 2011 11:05 pm

Thumbs up! :) May I suggest you to rename the uploaded file to include the mod name as well? Version_1-3 is not that meaningful in the BAIN package list.
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Kari Depp
 
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Post » Tue Dec 13, 2011 7:30 am

Thanx mucho for the update, Cliffworms. :goodjob:
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Ysabelle
 
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Post » Tue Dec 13, 2011 2:05 am

New version is up!
The new conditions added should stop NPCs from saying idles while asleep, in combat or at the moment the vampire player drank their blood.


Ah shucks! My dinner won't talk to me anymore :D

Thanks for the update Cliffworms!
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Benito Martinez
 
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Post » Tue Dec 13, 2011 8:55 am

Thumbs up! :) May I suggest you to rename the uploaded file to include the mod name as well? Version_1-3 is not that meaningful in the BAIN package list.


Done. :) (Well, a couple of hours ago. :P )


Someone on the Nexus gave me an excellent idea for the next version: To use the Snorts/Coughs/Throat Clearing/Sighs sounds that are used by NPCs in the middle of conversations for the Idles. I've not yet experimented a lot with them but I know that these dialogue lines have conditions that prevent them from being used in another context than in the middle of conversations. Which means I have to make new dialogue lines, which also means that the voice and lip sync file names will be different.. which means in conclusion that I'd need to make a copy of these files and rename them. This cannot be done since I'd need to include them in the package and would be against the copyrights.

So, to make a long story short. There'll be Snorts/Coughs/Throat Clearing/Sighs in the next version but taken from other sources and recorded by me. :P
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Ashley Campos
 
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Post » Mon Dec 12, 2011 11:42 pm

Hello,

Can I use Idle Dialogues with http://www.tesnexus.com/downloads/file.php?id=30829?

Thanks!
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herrade
 
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Post » Tue Dec 13, 2011 6:10 am

Hello,

Can I use Idle Dialogues with http://www.tesnexus.com/downloads/file.php?id=30829?

Thanks!


Yep. The idle dialogues will play as long as the NPCs are in a wander state (When they just walk around doing nothing). :)
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k a t e
 
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