Making a custom race recignized as a base race in quests

Post » Fri Nov 16, 2012 3:42 pm

When using a custom race, even when properly using Racial Compatibility, your race is still recongized not as a base race.

The Racial Compatibility mod gives your race a racial proxy to designate which race it is. Checking the mod RacialCompatibility.esm it changes only one quest that uses this token to allow the main quest to contrinue.

So what I, and I assume everyone else wants is the custom race to be reconized AS a base race in all things.

So what I am requesting are tips on how to do this.

So far I have tried editing the quest MQ101, and then clicked the scene MQ101sceene4, and then scrolled over to phase 18. This dialogue action scene checks conditions and if they are met then spits out dialogue, the condion obviously being a race check.

So at first I edited the conditions to include my new race via proxy, I made an or statement saying HasKeyword Keyword:'ActoryProxyHighElf', and the scene in game does not work. Logicly I would think that would work. That is how the Racial Compatibility mod gets around the main quest line that checks your race. I really am confused because I really thought that would work. What happens is it either skips through phase 18 or it stops and stays there indefinatly.

What I have discovered so far is that I can not change anything in that Dialogue action scene or it just does not work, just changing the races switching the nord dialogue with the the orc dialogue doesnt work when I have added nothing but switched the names..


Obviously I am doing something wrong. Any tips?
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LADONA
 
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Post » Fri Nov 16, 2012 10:59 pm

I agree, it should work. So I think you have made an error in your OR statement, somewhere.

The easiest thing to do is add an ELSE condition at the bottom of the stack that gives the guard the correct speech after the PC has selected their RACE. That's all the racial checking is for ... just so the guard has a fancy line to say depending on what the player chose

If you add an ELSE condition to the dialogue (you add a new block of dialogue to the long list the guard already has ... with NOT EQUAL TO any of the vanilla races as its conditions ... that will only fire when the chosen race matches none of the existing dialogue conditions) then you have made it so that all custom-races get a speech (the same for any custom race, "Unlucky, foriegner ... today you die" ... or whatever). You will either need to record a VOICE for this dialogue, or just use TEXT (but remember to record enough silence so that you see the subtitles ... and make sure "show subtitles" is turned on in Game Settings ***)

Should work (I test modded this very thing, about Day2 of the CK and it worked fine)

Post if you are still struggling and I will have a look at the actual scene to see exactly what needs adding to where



*** - Also, I have seen a couple of reports of a dialogue-bug, in recent posts. I don't know whether this is the old (no subtitles) bug, or whether it is something new ... So you may want to search the boards to see if a bug is stopping you moving forward
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Tiffany Holmes
 
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Post » Fri Nov 16, 2012 8:18 pm

I believe my issue is the dialogue-bug you referenced.

I think this because if I edit a line, then edit the line to the way it was before, it does not work. Nothing has changed other than the fact that this copy of the data is from the new CK 1.6.89.0.

So once this Bug is fixed I will try this again.
Thank you for your help man!
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Dominic Vaughan
 
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