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Blargh!

Mod NPC Dialogue Issue

So, I've been making an esp that contains slave followers, so I copeid a cell and changed the interior to better suit my needs, and changed the teleport door to link with one I placed in Freeside (Near the School of Impersonation) All this works fine, I then made a companion with a basic script that I found on some tutorial. Seems to work fine, follows me, waits, opens inventory. So then I make another using the exact same method but he has no dialogue at all, activate him and and he says nothing and and I just get the generic 'Bye' I have no idea what's caused this, and it's annoying me. I'm sure I've just made some basic mistake on the quest topics thing

The cell is 'SlaveMart' If you wanna COC

and the NPC with the issue is Ryan (I'll change him to a chick later, I just wanted to see if I could mix it up a little)

The code:

scn

short DoOnce

short Status

begin gamemode

if(DoOnce !=1)

set Status to 3

set DoOnce to 1

endif

end

Then you add conditions to different AI packages with the'Status' and make dialogue change the 'Status' variable.

By the way, I have NO idea what 'DoOnce' does, but the man on the interwebs told me to do it.

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So' date=' I've been making an esp that contains slave followers, so I copeid a cell and changed the interior to better suit my needs, and changed the teleport door to link with one I placed in Freeside (Near the School of Impersonation) All this works fine, I then made a companion with a basic script that I found on some tutorial. Seems to work fine, follows me, waits, opens inventory. So then I make another using the exact same method but he has no dialogue at all, activate him and and he says nothing and and I just get the generic 'Bye' I have no idea what's caused this, and it's annoying me. I'm sure I've just made some basic mistake on the quest topics thing

The cell is 'SlaveMart' If you wanna COC

and the NPC with the issue is Ryan (I'll change him to a chick later, I just wanted to see if I could mix it up a little)

The code:

[spoiler']scn

short DoOnce

short Status

begin gamemode

if(DoOnce !=1)

set Status to 3

set DoOnce to 1

endif

end

Then you add conditions to different AI packages with the'Status' and make dialogue change the 'Status' variable.

By the way, I have NO idea what 'DoOnce' does, but the man on the interwebs told me to do it.

Never start an editorid with a numeral like 0Ryan or 0Jenny. That alone could be your dialogue problem. May want to also clean the esp and disable references instead of deleting them.

The point of a DoOnce variable, shockingly enough, is to make the script do something only once :) In your script's case, set the value of the Status variable to 3.

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Never start an editorid with a numeral like 0Ryan or 0Jenny. That alone could be your dialogue problem. May want to also clean the esp and disable references instead of deleting them.

The point of a DoOnce variable' date=' shockingly enough, is to make the script do something only once :) In your script's case, set the value of the Status variable to 3.

[/quote']

Ah, that makes sense :D

And I had no idea about the number thing, I just learned that way so they're easier to find.

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Never start an editorid with a numeral like 0Ryan or 0Jenny. That alone could be your dialogue problem. May want to also clean the esp and disable references instead of deleting them.

The point of a DoOnce variable' date=' shockingly enough, is to make the script do something only once :) In your script's case, set the value of the Status variable to 3.

[/quote']

Ah, that makes sense :D

And I had no idea about the number thing, I just learned that way so they're easier to find.

Yeah you can get away with it 99.9% of the time but when you don't it will drive you nuts :)

You can use a0Ryan no problems or Ryan2, just don't start with numbers.

Best to pick your own prefix, I can use SexoutP or SexoutS in the search filter thing in the top left corner of GECK to show everything in Pregnancy or SCR.

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So, how would you suggest I fix it?

I've tried changing the editorID and that doesn't work, and it's not just the greeting hat doesn't work, I tried using SmallerTalk to start a dialogue and I got none of the options (Though it could be because my greeting adds the topics)

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Nobody should ever be using numbers to start the names of anything. That's a holdover from TESCK from Oblivion modders, as that CK does not have the 'filter' that the GECK has.

You can type 'sexout' into that filter and see everything with 'sexout' in the list, regardless of where it appears, for example. So just give them normal names, forget the numbers, and all will be well.

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Thanks for the help everyone, I'll start it from scratch and not fuck up all the markers and refeernces in the Floor 22 Suite, I'll make a new cell, basic Navmesh, 3 or 4 slave girl followers then if anyone wants to add Sexout usage you'd be more than welcome (I can't even comprehend how such a task could be acheived)

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Thanks for the help everyone' date=' I'll start it from scratch and not fuck up all the markers and refeernces in the Floor 22 Suite, I'll make a new cell, basic Navmesh, 3 or 4 slave girl followers then if anyone wants to add Sexout usage you'd be more than welcome (I can't even comprehend how such a task could be acheived)

[/quote']

If you're still having issues, please repost your updated esp so we can take a look.

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