Difference between revisions of "Talking Creatures?"

1,497 bytes added ,  15:18, 14 August 2009
m
Robot: Automated text replacement (-(?s)(.*)\[\[Category: *Questions.*?\]\](.*) +{{Discussion}}\n\1\2)
imported>ShadowDancer
(Thanks)
imported>CSbot
m (Robot: Automated text replacement (-(?s)(.*)\[\[Category: *Questions.*?\]\](.*) +{{Discussion}}\n\1\2))
 
(6 intermediate revisions by 4 users not shown)
Line 1: Line 1:
{{Discussion}}
== Question ==
== Question ==


Line 8: Line 9:


:::It may depend on the kind of creature you are using.  Dremoras and Vampires are not considered creatures, but as NPCs, so that could be an option to use one of them instead.  Or, maybe you could try an [[OnActivate]] script for the creature to talk to the player (using [[StartConversation]]) when the player "Activates" the creature.  Perhaps this will work?  The only problem I can think of for this (If this would even work) is how to get the voice in sync with the creature's mouth.  This whole thing probably won't work, but maybe it's worth a try?--[[User:TheImperialDragon|TheImperialDragon]] 18:11, 28 May 2006 (EDT)
:::It may depend on the kind of creature you are using.  Dremoras and Vampires are not considered creatures, but as NPCs, so that could be an option to use one of them instead.  Or, maybe you could try an [[OnActivate]] script for the creature to talk to the player (using [[StartConversation]]) when the player "Activates" the creature.  Perhaps this will work?  The only problem I can think of for this (If this would even work) is how to get the voice in sync with the creature's mouth.  This whole thing probably won't work, but maybe it's worth a try?--[[User:TheImperialDragon|TheImperialDragon]] 18:11, 28 May 2006 (EDT)
::::Nice idea!! Try scripting the invisible NPC,to follow it! Right Inside Its Mesh!
::::Though I think that would only be for ones added with it :X - AWEKZ 00:38, 2 October 2008
:::::See below for the answer to this concept. And you can't place an NPC inside the creatures mesh because the collision won't allow it...
:::::--[[User:ShadowDancer|ShadowDancer]] 23:20, 3 October 2008 (EDT)


::::Well, chances are that no one's going to be able to read this creature's lips, so... depending on the creature, maybe there's a growl or roar animation that you could use? --[[User:DragoonWraith|DragoonWraith]] 19:19, 28 May 2006 (EDT)
::::Well, chances are that no one's going to be able to read this creature's lips, so... depending on the creature, maybe there's a growl or roar animation that you could use? --[[User:DragoonWraith|DragoonWraith]] 19:19, 28 May 2006 (EDT)
Line 311: Line 319:


::::[[User:ShadowDancer|ShadowDancer]] 00:09, 10 July 2006 (EDT): That would be great.  It will keep me from totally re-inventing the wheel as it were.
::::[[User:ShadowDancer|ShadowDancer]] 00:09, 10 July 2006 (EDT): That would be great.  It will keep me from totally re-inventing the wheel as it were.
[[Category:Questions]]
 


:::http://rapidshare.de/files/25420002/Talking.esp.html is where you'll find it...  I think I named the cell... AAA? [[User:TheImperialDragon|The Imperial Dragon]] 00:35, 10 July 2006 (EDT)
:::http://rapidshare.de/files/25420002/Talking.esp.html is where you'll find it...  I think I named the cell... AAA? [[User:TheImperialDragon|The Imperial Dragon]] 00:35, 10 July 2006 (EDT)
Line 324: Line 332:
*Also, make sure the only clothing that npc has on it is the 'creature' clothing you've made for it.   
*Also, make sure the only clothing that npc has on it is the 'creature' clothing you've made for it.   
*You now have a talking creature
*You now have a talking creature
[[User: Sickleyield|Sickleyield]] 5 November 2006:
I can't get this to work.
*I made my NPC Tegeneria a new race (so there wouldn't be default dialogue, just a copy of the Breton).
*I gave the NPC Tegeneria the spiderdaedra skeleton, which was called skeleton.nif and located in data\meshes\creatures\spiderdaedra. 
*I copied all possible nodes over in NifSkope, but NifSkope does not allow copying of the sideweapon (says something like can't find node when I choose copy; never saw THAT before).
*I made clothing from the spider daedra's body and claws.  The CS refuses to recognize the hair mesh as a nif.
*I equipped the clothing onto Tegeneria, who had no other clothes.
*I placed Tegeneria in a cell.
*The Construction Set crashed at once.  Happened repeatedly.  I cannot place the NPC in a cell without this happening.
Is it possible this method only works with bipedal creatures?




Line 354: Line 382:
       If GuyRef.Destroyed == 0
       If GuyRef.Destroyed == 0
         GuyRef.Disable
         GuyRef.Disable
         GuyRef.Kill
         GuyRef.DeleteFullActorCopy
       EndIf
       EndIf
   EndIf
   EndIf
Line 404: Line 432:
   If Order == 4 && GuyRef.GetDestroyed == 0
   If Order == 4 && GuyRef.GetDestroyed == 0
       GuyRef.Disable
       GuyRef.Disable
       GuyRef.Kill
       GuyRef.DeleteFullActorCopy
   EndIf
   EndIf
   Set Order to 1
   Set Order to 1
Line 422: Line 450:


::I just wish I could have figured out a way to keep the Goblin from being so close to the viewpoint of the player.  It should also be noted that the displacement of the "GuyRef" will need to be adjusted for smaller actors so that he doesn't decide to come around the actor in order to talk to someone.  If the "GuyRef" is moved closer to the Goblin, it pushes the Goblin forward towards the character which can cause a misalignment between the three characters and thats already touchy enough with the turning and approaching.  Its something that will need to be played with by the user depending on the size of the actor that you are trying to make talk.
::I just wish I could have figured out a way to keep the Goblin from being so close to the viewpoint of the player.  It should also be noted that the displacement of the "GuyRef" will need to be adjusted for smaller actors so that he doesn't decide to come around the actor in order to talk to someone.  If the "GuyRef" is moved closer to the Goblin, it pushes the Goblin forward towards the character which can cause a misalignment between the three characters and thats already touchy enough with the turning and approaching.  Its something that will need to be played with by the user depending on the size of the actor that you are trying to make talk.
You can also create a talking creature look-a-like by creating a set of clothing for an NPC that looks like a creature. The talking trolls in the Leviticus Mod are done like that.
Anonymous user