Talked To PC

Post » Fri Oct 16, 2009 8:11 pm

In this one mod I'm playing, I'm not getting the greeting I should from one of the NPCs. Looking at the dialogue in the CS, I find that the greeting is conditioned on a value of 0 for the Talked To PC function. Apparently the function value must have somehow got set to 1 for this NPC before I ever spoke to him.

Is there a console command I can use to clear the Talked To PC function for this NPC so I can get the right greeting? It's kind of critical to the questline for this mod.
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Rhiannon Jones
 
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Post » Fri Oct 16, 2009 8:27 am

I think I've seen TalkedToPC get reset by itself after 72 hours away from a cell. I may be wrong, but it should be easy to test. Leave the cell where that NPC is, rest for 3 days, come back and talk to them again and see what happens.

Or it could be a mod conflict, for example, from the vampire embrace readme:
Vampire embraces pregreetings ruin the talkedtopc dialog flag (they make it always return 1).
. Since you say you haven't talked to this NPC before, this seems to be that likely cause. If not VE, then maybe some other mod that uses the "pre-greetings" hack.
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MARLON JOHNSON
 
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Post » Fri Oct 16, 2009 7:29 pm

I don't use VE, but I do use lots of other mods which might do that. I don't know how the "pre-greetings hack" works; is there something I can look for using the CS which would point me to the culprit?
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josie treuberg
 
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Post » Fri Oct 16, 2009 8:58 am

I'm not that good at dialogue, but I think pre-greetings are usually set up on Greeting 0. So the upshot is if the NPC was originally designed to check TalkToPC on some later greeting (like Greeting 2), then the variable will already be set to 1 when the Greeting 2 is executed.

I think Uvirith's Legacy uses pre-greetings.

As for me, I think it's not a good idea for a mod to check TalkedToPC for anything other than just giving a more "context-sensitive" greeting. So personally, I'd fix the mod that uses TalkedToPC before trying to find the other mod that uses pre-greetings.

But maybe someone who know more about dialogue will have a better idea.
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Richard Dixon
 
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Post » Fri Oct 16, 2009 7:42 am

If Uvirith's Legacy uses pre-greets, that's most likely my culprit. Vivec's Fate is the mod being affected, and I just figured out a way to fix it so it will use a journal entry instead of Talked To PC to filter the dialogue. Thanks for your help, John.
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JeSsy ArEllano
 
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Post » Fri Oct 16, 2009 9:21 pm

I never use TalkedtoPC for dialogue anymore, preferring to set a local variable called FirstGreeting for all my NPCs.

UL only uses pre-greetings if you're running around changing NPCs into rocks. You get the . before the next greeting pops up. If you change all the NPCs back, it should go away because the rock count goes back down to 0.
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Elisha KIng
 
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Post » Fri Oct 16, 2009 2:01 pm

I am getting the . before every greeting (didn't really notice that until I looked for it), but I haven't changed anyone into a rock--haven't even acquired the artifact needed to do so.

I looked through the Greeting 0 dialogue in the CS to see if any other mod was using pre-greetings. The only one I saw was a mannequins mod, and it looked like that pre-greeting was filtered to kick in only if you were "talking" to a mannequin. So I don't know what's going on. I edited Vivec's Fate so the greeting I needed was filtered on a journal entry instead of Talked To PC, so that problem is solved, but I don't know how many other initial greetings I've missed, or will miss, because of pre-greeting.
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Angus Poole
 
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Post » Fri Oct 16, 2009 8:05 am

I am getting the . before every greeting (didn't really notice that until I looked for it), but I haven't changed anyone into a rock--haven't even acquired the artifact needed to do so.

I did a search in my database of plugins, and the following plugins have at least one greeting (maybe filtered) with a "Response" that is just a ".":

Ald-Vendras_V3-LoKKen-SC.esp
Ald-Vendras_V3-LoKKen.esp
Ald-Vendras_V3.esp
Antares' Big Mod 3.5.7.esp
Antares' Big Mod 4.esp
Antares' Big Mod 5.esp
BE+(1.4) Better Looking Morrowind.esp
Balmora Expansion - LITE 1.0.esp
Balmora Expansion v1.4+(1.4).esp
Blood Lines I_BloodMoon.esp
Blood Lines I_Tribunal.esp
CompanionTeleportation.esp
GCD v1.08 with Startscript, fixed [Galsiah].esp
GCD_107x_to_108_patch.esp
GCD_107x_to_108_patch_MwOnly.esp
House of Mannequins v1.0.esp
Inn Whisp Wood BM.esp
Lichcraft.esp
Lothavor's Legacy.esp
Master Thief's Privileges 1.2.esp
Nerevarine_castle.esp
Open Inventories.esp
Tribun_Laura_3_0.esp
Uvirith's Legacy_BETA1.10.esp
Vampire_Embrace.esp
abotGuars.esp
abotGuarsBloodmoon.esp
abotGuarsTribunal.esp
night gallery.esp
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Emzy Baby!
 
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Post » Fri Oct 16, 2009 5:37 pm

I'm going to have to copy that list for reference.

You can try typing Set uvi_rockused to 0 in the console and see if that fixes it. I tried to make sure that would never happen if the rockwand is not used but there was a bug in an earlier version that caused the variable to be set before it should. If that fixes the problem, you'll know it was UL and not some other mod.
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Mark
 
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Post » Fri Oct 16, 2009 3:00 pm

You can try typing Set uvi_rockused to 0 in the console and see if that fixes it.


That did it! I guess that variable got set to 1 by the earlier version and never cleared by updates. Thanks for clearing that up.
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Cat
 
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