Problem with the GREETING in the geck

Post » Fri Dec 17, 2010 4:46 am

I have been working on a mod that has been working well untill i realised that at least 4 other companion mods werent working. Long story short the reason was i had accidently deleted the generic dialogue in the GREETING. With FO3EDIT i managed to put the generic dialogue back and the other mods work again.

My problem is the generic dialogue is overwriting my companions greeting dialogue and if a delete the generic dialogue, other mods wont work. How do I get around this because every other companion mod doesnt have the generic dialogue but they still work fine. What am i doing wrong?
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sunny lovett
 
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Post » Thu Dec 16, 2010 5:05 pm

GREETING should never overwrite anything, since it's a dialogue that is somewhat hardcoded to be read when initiating regular conversation. All my companion mods have used GREETING and thus have it flagged as changed (the * suffix) with no problems.
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Kayleigh Williams
 
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Post » Thu Dec 16, 2010 7:19 pm

I assume you have created your own quest and added the GREETING topic to it. On the 'Quest Data' tab you have set the 'Quest Conditions' for your companion. Also, set the 'Priority' to a value of 60 (of the quest, not the GREETING topic) so it is higher than the generic stuff. If you are re-using one of the vanilla voice types, you will always have something like a generic goodbye at the bottom of the list.
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saxon
 
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Post » Fri Dec 17, 2010 8:52 am

A friend has told me what to do. for the original 3 dialogue responces you add your npc name to a GetIsID then set the value to 0.

This means that your npc will never use the original dialogue, but all other npc in the game still can. Thats how to get around it. Thanks for responding though Pistolero and RickerHK.
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Rachyroo
 
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