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Difference between revisions of "I Do Not Have A Greeting Text"
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I Do Not Have A Greeting Text (edit)
Revision as of 01:06, 3 September 2010
, 01:06, 3 September 2010If your Custom NPC "Has no GREETING", then make him playable-FIX-
imported>Haama (Missing info) |
imported>Hannibalektr (If your Custom NPC "Has no GREETING", then make him playable-FIX-) |
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===Solution (Companions)=== | ===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. | * 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=== | ===See Also=== | ||
* [[SetPlayerInSEworld]] for more info on PlayerInSeWorld flag. | * [[SetPlayerInSEworld]] for more info on PlayerInSeWorld flag. |