dialogue not working - help please

Post » Mon Oct 25, 2010 2:24 pm

Hey there,

I made some custom dialogue for my solstheim alternate start mod, but is not working.

I even went as far to include NPC ID, Cell ID, and Journal ID refrences in the dialogue options menu but still he wont say the dialogue I wrote for him :(

anyone know why?
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ladyflames
 
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Post » Mon Oct 25, 2010 6:56 pm

I'd need more information, Midge. Is it a greetings or a topic? If it's the former, it's probably your filters. If it's the later, you have to add a dialog topic before it'll show up with AddTopic "topic name".
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victoria johnstone
 
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Post » Mon Oct 25, 2010 8:21 pm

I'd need more information, Midge. Is it a greetings or a topic? If it's the former, it's probably your filters. If it's the later, you have to add a dialog topic before it'll show up with AddTopic "topic name".

its topics :D

The filters are all correct, I even did the addtopic command before I came across this problem. Basically what happened was he was speaking the generic dialogue rather than the dialogue I had given him.

However I opened it in Enchanted editor and had a look through all the dialogue, it would seem that some of the generic dialogue i.e the vanilla dialogue, has been flagged as edited, though I never touched them. SO I removed those entries, hopefully that will solve the problem.

has this been heard of before?

I am going to test now and will report back :)
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Ludivine Poussineau
 
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Post » Mon Oct 25, 2010 9:44 am

nope that didnt work either, he is still spouting genric dialouge and not mine :(
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Kevan Olson
 
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Post » Mon Oct 25, 2010 7:56 pm

its topics :D

The filters are all correct, I even did the addtopic command before I came across this problem. Basically what happened was he was speaking the generic dialogue rather than the dialogue I had given him.




so, if it is a topic that already exist, and the Npcs uses the standard dialogue, you could save a screenshot of it, and then, in the construction set, see if the dialogue spoken is before or after yours. If it is before, maybe simply you have to move your line above the others....
if the spoken dialogue is after yours, maybe you have to filter it differently. Maybe, not all of the parameters are met.
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Lloyd Muldowney
 
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Post » Mon Oct 25, 2010 8:43 am

moving all my dialogue to the top of the list seems to have worked :)
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Christine
 
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Post » Mon Oct 25, 2010 8:55 am

Dialog is "read" by the game engine from the very first line on down until it finds the first one that meets all of the filters and it then displays that line. So, if the lines above your dialog aren't filtered properly, or at all, they'll be said before yours. If this is the Solsthiem dialog, you'll need to make sure it's above any of the broadly filtered (or unfiltered) responses - basically above anything that's not filtered for an NPC id or a class.
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Jessica Raven
 
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Post » Mon Oct 25, 2010 11:42 am

Dialog is "read" by the game engine from the very first line on down until it finds the first one that meets all of the filters and it then displays that line. So, if the lines above your dialog aren't filtered properly, or at all, they'll be said before yours. If this is the Solsthiem dialog, you'll need to make sure it's above any of the broadly filtered (or unfiltered) responses - basically above anything that's not filtered for an NPC id or a class.

this makes sense, as a similar thing is required with quest making ( i.e load order of dialogue) - it jsut seems strange that Bloodmoon has so much broad dialogue. In morrowind I have never encountered this problem - always having my dialogue at the bottom.

I havnt done alot of dialogue modding for bloodmoon, so guess I had more to learn :D

One thing I love about morrowind - no matter how much you know, theres always something new to learn.
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Evaa
 
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Post » Mon Oct 25, 2010 4:32 pm

Bethesda didn't take into account that people would be bringing in companion NPCs to areas they weren't written for, so they didn't bother filtering most of the dialog outside of what was needed to prevent NPCs outside of that area from talking about that topic. Makes it real fun when you're testing a companion mod and they have dialog you didn't write. :brokencomputer:
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sophie
 
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