My fishmonger won't...mong fish (merchant setup help!)

Post » Sat Nov 17, 2012 8:37 pm

What I'm trying to do is add a fish seller to Dawnstar. Bascially, he is based off Addvar the fish seller from Solitude, haven't changed his voice type or anything.

What I'd like to have him do would be call Addvar's line "fresh fish!" periodically during his workday package. Unfortunately I have no idea how to go about this! Could anyone help out?
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Isaac Saetern
 
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Post » Sat Nov 17, 2012 8:55 pm

I don't know how to fix your problem, but you got my vote for Thread Title Of The Month.
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KU Fint
 
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Post » Sat Nov 17, 2012 1:39 pm

Addvar's cries are in the DialogueSolitude quest (under Misc/Hellos). You could alter the conditions on them so your seller would use them.
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Solina971
 
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Post » Sun Nov 18, 2012 1:27 am

Ingenue's method should work for you. The only problem is that the current version of skyrim (1.6) is suffering from "the dialogue bug", meaning that if a plugin edits any vanilla dialogue then it unfortunately "breaks" that dialogue in game. I use the word "break" lightly because when Beth fix it and release a new patch, then previously broken dialogue should happily start working again.

So to conclude, its not exactly the best time to be doing any dialogue editing for the time being. There is nothing wrong with carrying on regardless, it's just that your testing won't be yielding any fruit. Hopefully the fix will be with us soon...

- Hypno
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Emmi Coolahan
 
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Post » Sat Nov 17, 2012 7:17 pm

My understanding was that this bug only existed when editing vanilla dialogue for vanilla NPCs, and that custom NPCs work just fine - but I could be mistaken.
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lydia nekongo
 
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Post » Sun Nov 18, 2012 1:49 am

Fully custom dialogue is ok as you say. But what has been proposed is to edit a vanilla dialogue and add a condition to it so that his custom NPC will also speak the same line. So it's still editing a vanilla dialogue, therefore I believe it will still be affected by the bug. I could be wrong tho :shrug:

- Hypno
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Chris Duncan
 
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Post » Sat Nov 17, 2012 1:09 pm

To avoid any editing vanilla bugs you could duplicate the existing dialogue quest and alter the conditions on your duplication, remove addvar and only add your new npc to them.
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Lil'.KiiDD
 
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Post » Sat Nov 17, 2012 10:27 pm

If the mod is an esm, like ANY dialogue is broken that it touches. New or edited. For esp's, 1.7 seems to fix all issues. Hopefully they'll make esm's work too!
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luis dejesus
 
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Post » Sat Nov 17, 2012 2:00 pm

What, is it out yet? Or is it still in beta?

That's good news that the fix is definitely coming, bit of a bummer that esm's will still have issues. Looks like a esm/esp pair will be needed for the time being.

- Hypno
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Siobhan Wallis-McRobert
 
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Post » Sat Nov 17, 2012 11:04 pm

Yeah I don't want to edit existing dialogue, that's out of the question. Duplicating a quest sounds good, I'll see how I go with that. I'll base it off the Stables tutorial on the CK external tutorials section of the CK Wiki.
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Noely Ulloa
 
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