How to replace preset dialogue?

Post » Tue Jun 19, 2012 3:12 am

Currently I am using a preset voice (the generic female Nord one) to get my follower to work. I would like to replace the generic 'Lead the way!' etc. dialogue replaced with custom dialogue.

Any idea how to do that?

Thank you very much!
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Liv Brown
 
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Post » Tue Jun 19, 2012 8:59 am

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Chloe Lou
 
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Post » Tue Jun 19, 2012 4:51 am

If you are using the generic follower system, you first have to create a new Character > Voicetype for your new NPC, and set their actor's voicetype to it. You'll next need to add it to the FormLists that contain sets of acceptable voicetypes for followers--VoicesFollowerAll plus one of VoicesFollowerNeutral or VoicesFollowerRough.

Then I think you have two choices:

1) If you want to use the existing lines of dialogue but in a different voice that you've recorded, you can look at the existing follower dialogue, get the expected filenames, and create dialogue with those expected filesnames in a directory that you create to match your new voicetype, matching the directory structure in Voices.bsa (I think this would work, but I haven't tested it myself).

2) Or, if you want to add new lines, you can edit the follower quests (DialogueFavorGeneric and DialogueFollower) to add in new, specific lines for your NPC--some of the NPCs already have this, so you can use them as models. Just be aware that doing this will cause conflicts with any other mods that also edit these quests, of which there are many.
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Kate Murrell
 
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Post » Tue Jun 19, 2012 12:19 am

Thank you! That helped a lot, actually!

However, despite adding my NPC into each quest with unique dialogue, I ran into two issues.

One, there is no 'Follow me' option when I talk to them. As in, I can't get her to follow me in the first place. Do I have to take her out of the potential follower faction in order to make this work?
And two, the script fragments for dismissing the follower aren't compiling, despite the fact that I copied everything directly from the other NPCs (like Lydia). I keeps saying that the values don't match.
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Lexy Dick
 
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Post » Tue Jun 19, 2012 4:02 am

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Nikki Hype
 
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Post » Tue Jun 19, 2012 1:34 pm

Up again! :<
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GRAEME
 
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Post » Tue Jun 19, 2012 9:15 am

One, there is no 'Follow me' option when I talk to them. As in, I can't get her to follow me in the first place. Do I have to take her out of the potential follower faction in order to make this work?

With most of the in-game followers, you need to do some sort of quest before they will follow you, after which they enter into a "friend" relationship with the player; that's required to get the "follow me" dialogue to appear. If you want your NPC to be available as a follower right from the start, you could try creating a "friend" relationship with the player on your NPC's Relationship tab of their Actor record. Or set it via script.

And two, the script fragments for dismissing the follower aren't compiling, despite the fact that I copied everything directly from the other NPCs (like Lydia). I keeps saying that the values don't match.

See item #1 of the sticky http://www.gamesas.com/topic/1347469-how-to-ask-for-scripting-help/.
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Antonio Gigliotta
 
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Post » Mon Jun 18, 2012 10:54 pm

I've already set her as an ally; would doing a friendship work differently?

And:
; don't dismiss the follower again if I've already dismissed themIf !(akspeaker.IsInFaction(DismissedFollowerFaction))  (pDialogueFollower as DialogueFollowerScript).DismissFollower(0, 0)EndIf
is what I'm using. It's copied directly from the other followers, and her script is the exact same as the others, too.
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Hairul Hafis
 
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Post » Tue Jun 19, 2012 6:52 am

Ally should work, too. I don't know why the dialogue isn't appearing, then--I can only suggest that you look carefully through the DialogueFavorGeneric quest conditions and see if you can pinpoint why it isn't. Maybe turn on debugging, if it isn't already (see sticky at the top of this forum) and see if any errors are being generated. Change your NPC's voicetype to a known allowed follower voicetype to see if that gets through, etc.

For the dismiss function, did you setup DismissedFollowerFaction as a property--in the Script Name box to the right of the fragment, highlight the auto-generated script, then click the "Properties" button, then set DismissedFollowerFaction to DismissedFollowerFaction.
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Jason King
 
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Post » Tue Jun 19, 2012 6:58 am

I've turned on debugging and checked through the DialogueFavorGeneric. Everything seems to be in order.

And I created DismissedFollowerFaction and pDialogue as properties... it still isn't working.
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Mackenzie
 
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Post » Tue Jun 19, 2012 7:14 am

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Ann Church
 
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Post » Tue Jun 19, 2012 12:44 pm

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laila hassan
 
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Post » Tue Jun 19, 2012 1:05 am

If you are using the generic follower system, you first have to create a new Character > Voicetype for your new NPC, and set their actor's voicetype to it. You'll next need to add it to the FormLists that contain sets of acceptable voicetypes for followers--VoicesFollowerAll plus one of VoicesFollowerNeutral or VoicesFollowerRough.

Then I think you have two choices:

1) If you want to use the existing lines of dialogue but in a different voice that you've recorded, you can look at the existing follower dialogue, get the expected filenames, and create dialogue with those expected filesnames in a directory that you create to match your new voicetype, matching the directory structure in Voices.bsa (I think this would work, but I haven't tested it myself).

2) Or, if you want to add new lines, you can edit the follower quests (DialogueFavorGeneric and DialogueFollower) to add in new, specific lines for your NPC--some of the NPCs already have this, so you can use them as models. Just be aware that doing this will cause conflicts with any other mods that also edit these quests, of which there are many.

This is what I need to do - is there a way to do this within the creation kit? I have recorded a lot of dialogue already using the record button in the dialogue response box thingy. Can I do the same thing with the generic dialogues or will I end up making a whole race speak like my character? is there a way of changing the file name/voice type within the dialogue response text window?

Sorry for all the questions I'm really new to modding and CK :(
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jesse villaneda
 
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Post » Tue Jun 19, 2012 9:18 am

I would like a step by step guide for this as well. I have a merchant with prerecorded unique dialogue but without a simple walkthrough... I am lost.
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Eddie Howe
 
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