Is there a way to toggle a race as playable after your char

Post » Wed Dec 07, 2011 1:06 am

Or is there some way to make a race invisible in the chargen? I want to add races to the game but I don''t want them to appear in the character generation screen. Similar to how Golden Saints/Dark Seducers are done. So the races get added but you just cant choose them...any idea how this might be done?
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Assumptah George
 
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Post » Tue Dec 06, 2011 10:12 pm

Or is there some way to make a race invisible in the chargen? I want to add races to the game but I don''t want them to appear in the character generation screen. Similar to how Golden Saints/Dark Seducers are done. So the races get added but you just cant choose them...any idea how this might be done?

Go to Character > Race and select the race that you don't want to be playable, then click on the "Text Data" tab. To the right of the box with the race's name is a checkbox marked "Playable". Uncheck it and the race will not be available during chargen.
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Amanda Furtado
 
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Post » Tue Dec 06, 2011 8:02 pm

Go to Character > Race and select the race that you don't want to be playable, then click on the "Text Data" tab. To the right of the box with the race's name is a check box marked "Playable". Uncheck it and the race will not be available during char gen.


Thanks for your response! But I meant that after the game has started and a character has been created. The reason is because I don't want the races to be "seen" at the chargen but I dont want it to STAY unplayable.
Because if the race is unplayable, the NPC loses the ability to talk to others. I want to toggle playability AFTER the player makes a character so that the dialog for the NPC isn't removed but the race isn't selectable by the player.
Basically I want to make the race "transparent" to the player but keep all the abilities that a playable NPC race has. Like I was wondering if there's a quest script or some sort of script I can write to allow that? Or does anyone knows how Bethesda did it with
the Dark Seducer/Golden Saint races?
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CHARLODDE
 
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Post » Tue Dec 06, 2011 7:33 pm

Because if the race is unplayable, the NPC loses the ability to talk to others.

Where are you getting this from? The only restriction I know is that only an NPC can have a conversation, not a creature. There are mods that turn creatures into NPC's so that they can have conversations, and these may also allow them to be playable, so my guess is that you're confusing the rules for what's playable, and what can have dialog.
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Facebook me
 
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Post » Tue Dec 06, 2011 3:55 pm

Ah I tested it earlier that's why... I changed the race of an existing npc to one of the new races, and then made that race unplayable in the Construction Set. After that when I talked to the NPC in game I got a beautiful "I HAVE NO GREETING" message. When I toggled it back to playable this was fixed immediately.
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Amelia Pritchard
 
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Post » Tue Dec 06, 2011 10:44 pm

Ah I tested it earlier that's why... I changed the race of an existing npc to one of the new races, and then made that race unplayable in the Construction Set. After that when I talked to the NPC in game I got a beautiful "I HAVE NO GREETING" message. When I toggled it back to playable this was fixed immediately.


Because most of generic dialogues have condition of 'if actor is from playable race'. For actors from unplayable race, their dialogue should have conditions like:
- If the actor is from certain race
- If the actor is from certain faction
Otherwise, they will have 'I HAVE NO GREETING'.
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Brentleah Jeffs
 
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Post » Tue Dec 06, 2011 10:38 pm

Actually the "I HAVE NO GREETING" is proof that they can have one! It's really saying "I could have a greeting, but there isn't one available for me". The classic example is Mazken and Aureals only having a greeting if the player in in the Isles.

If you try to activate a creature to start a conversation, you just get no reaction from the game at all. As stated above, it's more an issue of removing playable race restrictions from the dialogs topics.
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Rachael
 
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Post » Wed Dec 07, 2011 6:00 am

Because most of generic dialogues have condition of 'if actor is from playable race'. For actors from unplayable race, their dialogue should have conditions like:
- If the actor is from certain race
- If the actor is from certain faction
Otherwise, they will have 'I HAVE NO GREETING'.



Actually the "I HAVE NO GREETING" is proof that they can have one! It's really saying "I could have a greeting, but there isn't one available for me". The classic example is Mazken and Aureals only having a greeting if the player in in the Isles.

If you try to activate a creature to start a conversation, you just get no reaction from the game at all. As stated above, it's more an issue of removing playable race restrictions from the dialogs topics.


Are you serious...? So I have to rescript every dialog in the game? @_@
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Greg Swan
 
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Post » Tue Dec 06, 2011 5:06 pm

Are you serious...? So I have to rescript every dialog in the game? @_@

Its a matter of quest conditions, not dialogue conditions

Most of the 'generic' stuff NPCs say is in quests aptly named Generic, which is basically the core of the dialogue system and has all the topics NPCs say when hit, robbed, etc... and many Generic(name of the race). There you have all the basic topics that make conversations between NPCs possible: HELLO, GREETING and GOODBYE are probably the most important ones since conversations cannot 'fire' without them (their nature seems almost hardcoded).
And like most other quests, the Generic quests have the IsPlayableRace condition. Conditions on the main quest field are simply what conditions are applied to ALL dialogue under that quest (you can't have dialogue under no quest, or it will simply not appear anywhere)
Why this condition? Because Beth made DAMN sure you would find no unvoiced dialogue in the game. Unplayable races like dremora, saints and seducers have their own generic dialogue quests with conditions restricted to their races, and their dialogue lacks many topics found for the other races (since dremora don't have to chat about mudcrabs...)

I'm sorry to say that the only practical solution is for those races to remain playable. Sure, your char gen screen will be a bit cluttered, but that is a small price to pay if you ask me. Put a description to them like DO NOT USE to prevent users.

OR if you don't mind using OBSE, try using SetRacePlayable (your race) 0 while in MenuMode 1036, and after you are out of the Chargen menu, SetRacePlayable (your race) 1 to ensure dialogue plays on them normally.
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michael danso
 
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Post » Tue Dec 06, 2011 7:59 pm

One other consideration is the opposite of the above: many dialog topics have conditions on the race of the target. So if a Redguard is speaking to a Nord, they may have different things to say. None of those works for a custom race, so there's a command in OBSE SetRaceAlias that makes your new race the "same as" another race for these tests. You can just do that once each time the game is loaded in a quest script, and all the race-specific dialog will work for you, including Valen Dreth taunting your character as whatever race you've aliased to.
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Genocidal Cry
 
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Post » Wed Dec 07, 2011 6:12 am

Its a matter of quest conditions, not dialogue conditions

Most of the 'generic' stuff NPCs say is in quests aptly named Generic, which is basically the core of the dialogue system and has all the topics NPCs say when hit, robbed, etc... and many Generic(name of the race). There you have all the basic topics that make conversations between NPCs possible: HELLO, GREETING and GOODBYE are probably the most important ones since conversations cannot 'fire' without them (their nature seems almost hardcoded).
And like most other quests, the Generic quests have the IsPlayableRace condition. Conditions on the main quest field are simply what conditions are applied to ALL dialogue under that quest (you can't have dialogue under no quest, or it will simply not appear anywhere)
Why this condition? Because Beth made DAMN sure you would find no unvoiced dialogue in the game. Unplayable races like dremora, saints and seducers have their own generic dialogue quests with conditions restricted to their races, and their dialogue lacks many topics found for the other races (since dremora don't have to chat about mudcrabs...)

I'm sorry to say that the only practical solution is for those races to remain playable. Sure, your char gen screen will be a bit cluttered, but that is a small price to pay if you ask me. Put a description to them like DO NOT USE to prevent users.

OR if you don't mind using OBSE, try using SetRacePlayable (your race) 0 while in MenuMode 1036, and after you are out of the Chargen menu, SetRacePlayable (your race) 1 to ensure dialogue plays on them normally.


I have no problems using OBSE, as my mod already uses it for a small script...so this is great, thank you very much. I'll try this.
I'm guessing this would go between a 'begin Menumode 1036' script line?

And also, how do I find out my race's id...or what would I exactly put in the "your race" slot? Thanks for the response!

One other consideration is the opposite of the above: many dialog topics have conditions on the race of the target. So if a Redguard is speaking to a Nord, they may have different things to say. None of those works for a custom race, so there's a command in OBSE SetRaceAlias that makes your new race the "same as" another race for these tests. You can just do that once each time the game is loaded in a quest script, and all the race-specific dialog will work for you, including Valen Dreth taunting your character as whatever race you've aliased to.


This is a really good note that I would not have known, thank you so much for the assist!

I'm still noob at scripting so I might put up a sample script for checking, if you guys might be able to help me out...

Thanks so much for the help so far!
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Sammygirl500
 
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