Difference between revisions of "I Do Not Have A Greeting Text"

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imported>Hannibalektr
(If your Custom NPC "Has no GREETING", then make him playable-FIX-)
 
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All right, this is somewhat of a crisis... I have found that my mod makes all NPC's say "I DO NOT HAVE A GREETING" whenever I talk to them. I have checked in the Character/Filtered Dialouge menu, and all of the greetings appear to be there, but for some reason, all of the NPC's in the game don't use them. I have worked for months on my mod, and I would like to solve this without having to delete my mod. Please help... I really need to fix this, because I reaaally don't want do delete all of my work. If you even have a clue of what's going on, please tell me.
{{Missing}}


14:28, 1 June 2007 (EDT)~
Yeah, I looked at tried the solution below, but it just doesn't work. I'm sorry. I've tried it several times, but it does not work at all. None of my mods have any alternate ways into the shivering isles, nor do they have companions. Basically, I think I accidentally deleted something, but it all seems to be there. I stood in Niben Bay and used SetPlayerInSEWorld 0 and used SetPlayerInSEWorld 1 while in the Fringe.
[[Category:Questions]]
 
__NOTOC__
===Problem===
NPCs and/or companions suddenly have no greetings. When you click on them to initiate dialog, you instead get a box a the top of the screen which says: "I DO NOT HAVE A GREETING!"
 
Newly added: I only have the problem when I try to change the race of a companion add-on in TES construction set.
 
===Cause===
Improper movement between Shivering Isles and Tamriel and/or bringing non-SI-aware companions into Shivering Isles.
 
===Solution (General NPCs)===
* Don't make inappropriate transitions to/from Shivering Isles. Mods that provide alternate transport should correctly use [[SetPlayerInSEworld]] (and related variables).
* To correct an existing problem: Travel to Fringe or Niben Isle door and use it. This will correctly set variables.
* You can also call [[SetPlayerInSEworld]] directly from console, but be aware that there are switches (governing crime and jail) that also should thrown to avoid more obscure errors.
 
===Solution (Companions)===
* If you bring compansions to Shivering Isles, then you'll need to make sure that they have greetings that will work there. A simple solution would be to add them to one of standard Shivering Isles factions. A better solution would be to tweak their greeting dialog so that it's not turned off the the getPlayerInSEWorld test.
===Solution (Companions)===
Ok, this has been an issue for me since you can NOT COPY AN EXISTING RACE, if you want to change the skin altogether. Even if you do copy an existing race, the minute you add the NPC to the game it gets a new race catagory. The problem here is that only vanilla races get populated with a "GREETING" .. and I speak of the one that has hundreds of responses, not the one you just add to a quest and populate. These are NOT under the topics, or dialogue and I can't find how you populate this even through the filter as the filter just comes back to my custom race name after I save it. I did however find the below possible work around:
 
"There are quests that run conditions attached to each piece of conversation. They are all set to "IsPlayableRace = 1," in other words, "Is playable race? Yes." So, I made the race I used for the NPC that had no greeting marked as "Playable," & voila... He can speak. I'm going to delete that "IsPlayableRace = 1" condition in a separate ESP that runs last on my load order just to fix this; I can keep that NPC's race as non-playable - & still have him know how to speak - by deleting this condition."
 
:I am not sure that deleting "IsPlayableRace = 1" is such a good idea, but try marking your NPC as "Playable" in the checkbox on the character>>Race (Text Data Tab), see if that helps. It worked for me.
 
Meanwhile I am going to keep looking for an answer on how to populate the Vanilla game-wide "GREETING" into my custom race's Topic/dialogue filter WITHOUT MAKING THE NPC PLAYABLE.
 
If someone knows how to do this, please tell me, I can't find it.
-Hannibalektr-~September, 02, 2010 @ 9:56 PM EST[[User:Hannibalektr|Hannibalektr]]
===See Also===
* [[SetPlayerInSEworld]] for more info on PlayerInSeWorld flag.

Latest revision as of 01:06, 3 September 2010



Yeah, I looked at tried the solution below, but it just doesn't work. I'm sorry. I've tried it several times, but it does not work at all. None of my mods have any alternate ways into the shivering isles, nor do they have companions. Basically, I think I accidentally deleted something, but it all seems to be there. I stood in Niben Bay and used SetPlayerInSEWorld 0 and used SetPlayerInSEWorld 1 while in the Fringe.


Problem[edit | edit source]

NPCs and/or companions suddenly have no greetings. When you click on them to initiate dialog, you instead get a box a the top of the screen which says: "I DO NOT HAVE A GREETING!"

Newly added: I only have the problem when I try to change the race of a companion add-on in TES construction set.

Cause[edit | edit source]

Improper movement between Shivering Isles and Tamriel and/or bringing non-SI-aware companions into Shivering Isles.

Solution (General NPCs)[edit | edit source]

  • Don't make inappropriate transitions to/from Shivering Isles. Mods that provide alternate transport should correctly use SetPlayerInSEworld (and related variables).
  • To correct an existing problem: Travel to Fringe or Niben Isle door and use it. This will correctly set variables.
  • You can also call SetPlayerInSEworld directly from console, but be aware that there are switches (governing crime and jail) that also should thrown to avoid more obscure errors.

Solution (Companions)[edit | edit source]

  • If you bring compansions to Shivering Isles, then you'll need to make sure that they have greetings that will work there. A simple solution would be to add them to one of standard Shivering Isles factions. A better solution would be to tweak their greeting dialog so that it's not turned off the the getPlayerInSEWorld test.

Solution (Companions)[edit | edit source]

Ok, this has been an issue for me since you can NOT COPY AN EXISTING RACE, if you want to change the skin altogether. Even if you do copy an existing race, the minute you add the NPC to the game it gets a new race catagory. The problem here is that only vanilla races get populated with a "GREETING" .. and I speak of the one that has hundreds of responses, not the one you just add to a quest and populate. These are NOT under the topics, or dialogue and I can't find how you populate this even through the filter as the filter just comes back to my custom race name after I save it. I did however find the below possible work around:

"There are quests that run conditions attached to each piece of conversation. They are all set to "IsPlayableRace = 1," in other words, "Is playable race? Yes." So, I made the race I used for the NPC that had no greeting marked as "Playable," & voila... He can speak. I'm going to delete that "IsPlayableRace = 1" condition in a separate ESP that runs last on my load order just to fix this; I can keep that NPC's race as non-playable - & still have him know how to speak - by deleting this condition."

I am not sure that deleting "IsPlayableRace = 1" is such a good idea, but try marking your NPC as "Playable" in the checkbox on the character>>Race (Text Data Tab), see if that helps. It worked for me.

Meanwhile I am going to keep looking for an answer on how to populate the Vanilla game-wide "GREETING" into my custom race's Topic/dialogue filter WITHOUT MAKING THE NPC PLAYABLE.

If someone knows how to do this, please tell me, I can't find it. -Hannibalektr-~September, 02, 2010 @ 9:56 PM ESTHannibalektr

See Also[edit | edit source]