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davethewave

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Everything posted by davethewave

  1. I used Sony Sound Forge to convert and setup the files- They work, just not in the game... The npc is still using default nord dialogue- I read a tutorial on that and though I did it right- I went to quest: generic>Conditions-getinfaction (to my faction)>comp== and value 0.00 I'll check that tutorial you gave me to see if anything is different from what I did.
  2. Great- the advice has been pure gold so far- I finally followed your instructions correctly, and in the game, he now uses one of the greetings and the stay or follow choice... How do I get the other greeting to work? How do I get my voices I recorded to work? I followed the video tutorial perfectly, and when I click on the file in the edit response window, I hear my voice file... There is a slight delay before the voice starts... Could this be the problem? Also, now you know my goal, any other helpful advice I might be overlooking would be greatly appreciated...
  3. Cydonian_Knight: It was unchecked before and it did the same thing, I checked it because I thought it might work. To say I tried it, I did uncheck the box and it didn't work. DarkRider: Thank you also for the very helpful information. I added "stay" and "follow" to the Add Choices box. When I tried to write the script you gave me, my total script ignorance (I literally know nothing) shined through... Here is the script as it was tutored through a basic companion tutorial: ScriptName StinkyScript short follow When I tried to add what you gave me, this pops up for line 5: "invalid block type for quest script" I find it odd that there is no manual for this program, no where I can go to for reference on definitions... All I'm after is to have a companion mod that is like a comic relief; a drunkard (Stinky Drinky) who is a hot-headed body guard, but at the same time isn't tough at all and gets his butt kicked for starting fights with higher-level npc's...
  4. Thank you for the replies so far... I do indeed have a greeting topic, and in fact, I got rid of the default dialogue according to a tutorial I read (it worked, because I played the game to see if it worked and my npc just had a message saying "has no greeting" or something to that effect). I also set the priority to 100 to make sure of this (according to another tutorial). I have dialogue for "GREETING" (2 messages), and one for "stay" and one for "follow". What is the "result script" box for? What is "run on target" checkbox for? I checked it because I want him to follow me and I set AI package to "follow" and target to "player".
  5. I'm having trouble with joining my npc with the dialogue I created... I have my npc in a custom faction. I made a quest and a simply quest script (to follow). Under "topics" I have my custom dialogue. Function parameter is set to my id. Condition function is "getisid". What am I doing wrong? It seems like it should be that when I go to my npc window, I should have a script for the quest in there (or something like that), but the only script that window will recognize is an "object" script. The only script the quest will recognize is a "quest" script... It seems there should be something that ties these together.
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