Trying to make a character speak

Post » Sat Feb 19, 2011 7:32 am

I've been following this tutorial http://thewormhole.nfshost.com/forum/index.php/topic,1079.0.html which is the only one I can find anywhere, except with different names for the quest/topics (though I triple checked that they were all right for the script) and it's not working! The character no longer introduces themself (it says "I HAVE NO GREETING") and the topic does not show up. All I can talk about is rumours. What could I have done wrong? I looked over the tutorial in extreme detail and I've done exactly what it says. Can anyone think of some hard to notice things I may have done wrong or had experience with this?
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Benito Martinez
 
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Post » Sat Feb 19, 2011 2:40 am

Anyone?
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Nick Swan
 
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Post » Sat Feb 19, 2011 1:32 am

One thing to check - DO you have the Shivering Isles expansion installed ?? And was the base actor used when creating your NPC an SI resident or Tamriel Resident and are you placing them in SI or Tamriel ? If you use a SI actor as the base for creating an NPC and place them in Tamriel (or vice versa) that will happen as most dialog has had a check set to test if the actor is in the proper worldspace to keep SI actors from giving generic Tamriel discussions.
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Peter P Canning
 
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Post » Sat Feb 19, 2011 5:42 am

One thing to check - DO you have the Shivering Isles expansion installed ?? And was the base actor used when creating your NPC an SI resident or Tamriel Resident and are you placing them in SI or Tamriel ? If you use a SI actor as the base for creating an NPC and place them in Tamriel (or vice versa) that will happen as most dialog has had a check set to test if the actor is in the proper worldspace to keep SI actors from giving generic Tamriel discussions.


I don't have the expansion, but it wasn't really a normal resident because I created them from scratch. Is it possible there is a setting wrong in them that is causing it to screw up? Also, they did speak (greeting and rumour) when I first made them, but it screwed up after trying to get them to speak. Also, just in case the tutorial is flawed, I would appreciate if anyone knows where else I could find a good tutorial on it. Thanks.
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Kevan Olson
 
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Post » Sat Feb 19, 2011 8:25 am

Recently had an NPC give me that I HAVE NO GREETING jazz. I had assigned her a new race and I learned that she needed to be a playable race in order for generic dialogue to filter to her correctly.
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James Baldwin
 
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Post » Fri Feb 18, 2011 6:33 pm

You get the I HAVE NO GREETING because there are conditions on each instance of the topic that are not met. The usual suspects are "player.IsInSEWorld" and "IsPlayableRace" as mentioned before, but it could be others. The GREETING Topics are declared in quests (e.g. there's a quest that defines all the dialog for residents of Anvil) and the conditions on the first tab apply to all the dialog in that quest (in the example, that the speaker is a resident), plus there can be additional conditions on the Topic itself. Look in both places for anything that doesn't apply to your new NPC. You may find you need to duplicate a greeting so you can use a copy with your character, and if so, I'd recommend replacing the conditions you remove with "GetIsID" for that specific character, so that you don't apply the greeting to everyone else.
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Rebecca Clare Smith
 
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Post » Sat Feb 19, 2011 7:21 am

In the conditions I had GetIsID (character name) == 1.

Something I hadn't considered is that it was in a different worldspace outside of Tamriel, a custom one I made. Could that do it?
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MarilĂș
 
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Post » Fri Feb 18, 2011 10:22 pm

Another thing I already posted in the QQ-QA thread, but just in case it gets ignored, I'll put it here too.

How do I give a cell or multiple cells an identity, a name, or whatever? I made a town, but every time I want to go to it, I have to find the right wilderness cell(s) and I can't link doors to it from other places (I can do the reverse, linking from the town to interiors, but not vice versa. How can I fix it so it comes up as a cell/worldspace or whatever it's called like Aleswell or Bleaker's way?
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Schel[Anne]FTL
 
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Post » Fri Feb 18, 2011 6:11 pm

Dialogue that isn't added to a quest never gets spoken. Make sure your topics and conversations are added to a quest, and the quest has the "start game enabled" box checked, or you have implemented some other way to start the quest. If you look at the list of Bethesda quests, you will see that many of them are empty "dummy" quests that exist only to hold dialog - you can do this, too.

http://cs.elderscrolls.com/constwiki/index.php/Dialogue_Tutorial's the dialogue tutorial at the CS Wiki. There are related links at the bottom of that you'll want to poke at, also.

Check the QQ-QA thread for the answer to your other question. Have some patience - the CS forum moves somewhat slowly, and posting a question twice won't get it answered any faster.

Good luck!
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Lily Evans
 
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