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Post by Emma on Aug 11, 2010 22:47:44 GMT
This is an excerpt from a thread at Oblivion Real Estate, where I replied to questions on dialog. Thought it could be useful to put it here:
Question: I have three topics for my NPC, however when I go ingame and talk to my NPC only the first topic appears, neither Topic 2 or 3 appears. But the wiki is unclear on this.....
*(See Below)* leads to nothing, there is nothing below to see! I have three topics for my NPC, however when I go ingame and talk to my NPC only the first topic appears, neither Topic 2 or 3 appears. But the wiki is unclear on this.....
Answer: How have you added these topics? You must have added them somewhere in order for them to show up.
For instance in the quest-script, you can add the lines:
addtopic SS01 addtopic SS02 addtopic SS03
and the topics should be there from start.
I have used the dialog to add topics, but then one has to be aware of one thing: adding topics to mods from 'add-topic-window' in the GREETING topic is bugged! Instead you can either add them through the resultbox of the dialog, or add them from any other topic than the GREETING.
I think the "Add Topic - see below" that didn't lead anywhere refers to the Add-Topic-box on the right hand in the dialog interface (above choices and links to). Adding topic there works excellent - as long as you don't do it from a GREETING.
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Post by Emma on Aug 11, 2010 22:48:42 GMT
Before I continue, a pic of the interface.
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Post by Emma on Aug 11, 2010 22:49:08 GMT
The wiki doesn't tell that much about dialog... I'm trying to recall how I worked things out when I started with companion Vilja in august. I think it was quite a lot of trial/error (plus that I of couse had done a lot of Morrowind dialog).
There is another, very important, thing that isn't mentioned in the wiki and that took me a while to figure out.
Sometimes, the text in your dialog resultbox will just vanish, which is very annoying. This, however, happens when you have a topic with resultbox text highlighted in the topics list when you add a *new* topic.
If you aren't going to make many topics, you can just make sure that non of your existing topics are highlighted when you make new topics.
But if the list of topics gets longer you might want to do what I did: I added a 'bogus-topic' at the end of the list (I called it HUGME) and made sure that this was highlighted when I made new topics.
To know about this issue made dialog-writing a lot easier, so I thought I'd pass it on immediately
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Post by Emma on Aug 11, 2010 22:49:47 GMT
Question:
I now know how to do basic dialogue where the NPC has some topics appear and gives an answer when the PC selects that topic. For instance....
Player - 'What do you do?'
NPC - 'I run the General Store with my husband. We were <snip>'
But does anyone know how to take that to the next step, I can find absolutely no information or tutorials on this. I want to make an actual conversation...
I want the PC to have the option to reply to that response from the NPC....
Player - 'Sounds awful, did they steal much?'
NPC - 'Just some cash.'
How do I add the second part onto the first to create a conversation?
Answer:
Create a new topic, where you put the words "sounds awful...etc" at the top, and the npc's reply as the text.
Go to the previous topic ("...we were robbed last week...etc") look to the right of the dialog interface. There is a little box called CHOICES. Rightclick here. This will give you the option to add your new topic, the one where the player says "...sounds awful...etc"
You can make them chat forever that way, and you can also add alternate responses for the player. You just have to make one new topic for each new player-response.
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Post by Emma on Aug 11, 2010 22:50:13 GMT
Question: thought that in order to add voiced files to the dialogue you just name your MP3 file the name the CS gives it and then place it in your datafiles following the path the CS gives. I did this but there was no voice ingame. Did I forget something? Answer: Your mp3-file has to have the correct *speed*. Which is 44khz, 64 kbit/second, in mono. And now I tell you something I discovered when working on Children of Morrowind: Audacity is LYING! It claims to save in this format, but it doesn't work properly. You will never hear anything ingame. Took me an eternity to figure that out! So you are better off converting your wav-files with another converter, for instance this: cs.elderscrolls.com/constwiki/index.php/MP3_Conversion_Batch-File
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Post by Emma on Aug 11, 2010 22:50:32 GMT
Question: I want my NPC to close the dialog and attack the player. For example...
NPC - If you want I can do the job for you.
Player - You are not capable of the job.
NPC - Why you! *Closes dialog as 'Goodbye' box is ticked. Attacks player*
Answer: In the resultscript-box window (right below where you add the text) type:
StartCombat player
That should do the trick.
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Post by Emma on Aug 11, 2010 22:50:52 GMT
Question: I don't know if this is possible, it may not be... The last line of dialog ends with the 'Goodbye'. Then a message box comes up and then the player dies. Answer: Surely it is possible... I haven't done it myself, but here are a few options you can try and put in the resultbox. player.kill (this should kill the player, however the Wiki says the following: "Kills the actor. Note that the actor's health may still be above zero, because this function doesn't kill by modifying the health.") If the remaining health in player.kill makes the player actually stay alive, you could try this instead: player.ForceActorValue Health 0That should set the player's health to 0. If non of these work, try using both together, i.e. player.ForceActorValue Health 0 player.KillI have not used message-boxes from the dialog result script field in Oblivion, but it worked well in Morrowind so I cannot see why it should work in Oblivion. I'm however not sure if it will execute when the player is dead, as this means the game is over... this is what you should add in the resultbox for a messagebox: Messagebox "You're dead, bastard!"As I said, I haven't tested any of these, so I cannot guarantee you that it will work in reality. Maybe someone else actually has done it and can confirm or tell me I'm wrong... If it does not work, you'll have to use a so called 'token-script', but let's try this first Comment - reply: I tried these two in the order above and it works perfectly! The message box comes up while the player is dying. is finally a dangerous place. It is exciting! Thank you! I didin't try any of the others so they may work too.
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Post by Emma on Aug 11, 2010 22:51:13 GMT
Question: I have a vampire. When the player asks 'what do you do?' he has three options to reply.
1) 'I am from blah...blahh.'
getIsId
Works fine.
2) 'Blah, blah brother....'
getIsId getIsRace 'vampire' getPCIsSex 'male'
3) 'Blah, blah sister....'
getIsId getIsRace 'vampire' getPCIsSex 'female'
When I am a vampire and go talk to the vampire, he always says option one. When he should see that I am a vampire, that I am female and give me option three.
Are the 'get...' in the wrong order perhaps?
Answer (by Ghastly): You need to run the vampire test "On Target" so that the person spoken to is tested, not the speaker.
However, the Player is not made part of the vampire race (actually nobody is!), so it's the wrong test anyway. you need GetVampire, which returns a number to say how far along your disease has reached, so a > 0 is probably appropriate, but you may want a higher value if it has to be more obvious.
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Post by Emma on Aug 11, 2010 22:51:29 GMT
Before I continue, here is a screenshot of the Conversation interface:
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Post by Emma on Aug 11, 2010 22:51:49 GMT
If you have a npc with an unique voice, you probably also want to add unique conversation so that your npc can interact with other npcs.
In the screenshot above, you can see which conversation topics all npcs have 'by default '. I.e. if you don't add any conversation to your npc, the npc is likely to use a default voice from original Oblivion and still chat. So, you want to add unique voice files to these topics instead.
However, if your npc has an unique non-playable race, the npc won't chat at all, unless you assign voice files for it.
Basically, you add conversation the same way as you add other dialog. If you have a quest associated to your npc, you can assign the conversation files to your quest (rather than just making them generic) - see below. My companion Vilja has all her dialog assigned to her own quest, 1emmQuest1.
In order to make the conversation flow between npcs, it is important that you link it. If you look to the right at my screenshot, you'll see the link system. The highlighted response ( "What?!?!") in the screenshot will, as you can see, only show up if another npc has just used the topic Infogeneral (link from), and once your npc has said this line, the other npc will say goodbye (link to).
You can link to and from several topics, but the CS will read them *from top to bottom*. So if you link to 1. Goodbye 2. Infogeneral, it's highly likely that the other npc will say goodbye.
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Post by jet4571 on Apr 14, 2015 22:48:22 GMT
Is there a quick and easy way to add all the different conversation dialogue without having to remake each and every one of them for a generic NPC that uses a vanilla voice but a custom race? That's allot of dialogue to remake to be exactly the same except race.
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Post by Emma on Apr 14, 2015 23:07:55 GMT
For a generic NPC that uses a *vanilla voice folder*, you shouldn't have to do anything at all. There are some lines that are filtered for race, and your unique race won't use these, but the majority of the dialog is only filtered for voice type (or for nothing at all).
A good strategy is to use vanilla voice folders. Even Vilja in Oblivion uses the nord voice folder; this way, her dialog will be accessable for interaction with other mods.
If you choose to use a non-vanilla voice-folder, on the other hand, you will have to re-do each and every line in each and every topic in the conversation section. It would be very wise to avoid that!!
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Post by jet4571 on Apr 15, 2015 2:47:18 GMT
Where and how does one choose a folder? I got quite a few lines done, there may be some silent conversation bits but it's not a follower, just a vendor that walks around an inn most players wont be in for long.
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Post by Emma on Apr 15, 2015 11:19:15 GMT
In the race creation, General Data tab, to the right, right below the race specials. The voice-type for your npc is currently set to Imperial.
And, I misinformed you in my previous post! I haven't made any new npc-mods for Oblivion for quite some time (the children mod was actually set up long very long ago, I just completed the work now) and was mixing up with how it works in Skyrim.
In Oblivion, you DO have to make new entries in the conversation section if your npc is of a new, unique race, as most of the dialog is filtered for race! I thought it was filtered for voice-type, or nothing at all, but this is how it is done in Skyrim.
You can check what dialog your npc has access to in the npc-window for her. There is a button "dialog" to the very left, right above the "OK"-button. Click there, and it will display every entry she currently is able to say.
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Post by jet4571 on Apr 16, 2015 2:08:33 GMT
Which is completely empty except for the dialogue I made for her. In Skyrim of FO3 I could duplicate the quests that has the dialogue already done and change the conditions and delete what I don't want and it would be done. But in Oblivion it looks like they all have to be made from scratch even Tes4edit wont allow you to change the ID's but it will let you copy them over as dirty edits lol. It would take a week to flesh out the dialogue by remaking everything exactly the same except for the race condition.
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