Jump to content
  • 0
Martimius

How to add new NPCs to existing vanilla scenes?

Question

I'm trying to add follower commentary from Serana to a vanilla scene (the beginning Morthal scene, DialogueMorthalInitScene). I've already set up my alias for Serana (MorthalSceneRNPCAlias, External Alias Ref, DLC1NPCMentalModel Alias ------> ResponsiveNPC), and added her alias to the vanilla scene script as an "auto" property:

 

 

;BEGIN ALIAS PROPERTY MorthalSceneRNPCAlias

;ALIAS PROPERTY TYPE ReferenceAlias

ReferenceAlias Property Alias_MorthalSceneRNPCAlias Auto

 

 

After the last vanilla phase ( Phase 8 ) when JorgenAlias says his last line, I added a new Phase (9) where Serana would comment to the player. There is one requirement for that Phase to fire, (GetVMQuestVariable on DLC1NPCMentalModel, ::isFollowing_var) just to check if she's currently following the player. However, even when the requirements have been met, this Phase doesn't fire in-game.

 

 

Looking at the vanilla scene in itself, there are four actors (Aslfur, Thonnir, Benor, and Jorgen) each with a UniqueActor FillType for their respective aliases. The quest scene is a Start Game Enabled one, immediately at Stage 0 moving the four characters into their respective scene markers. 

 

 

"Alias_AslfurAlias.GetReference().MoveTo(AslfurMarker)

Alias_ThonnirAlias.GetReference().MoveTo(ThonnirMarker)

Alias_BenorAlias.GetReference().MoveTo(BenorMarker)

Alias_JorgenAlias.GetReference().MoveTo(JorgenMarker)"

 

 

The scene properly starts for the player to experience once the player is less than 1000 units away from Aslfur's alias. It then continues on as normal until the last phase, where it ends. 

 

 

Nothing else from the base vanilla scene was tweaked or changed, both in script fragments and quest entry. I think it may have to be something related to Serana's alias not properly filling, since the quest starts and goes on as it normally would in the vanilla game. 

 

 

 

Any help would be much appreciated. 

Share this post


Link to post
Share on other sites

11 answers to this question

Recommended Posts

  • 0

I don't think what you're wanting to do is going to work. At least, not in the way you're wanting to do it because you are attempting to add your follower into a dialogue scene where your follow may or may not be at their marker for their part of the scene to play out. I can't think of any references in the vanilla game to point you to where your follower comments within NPC scenes (that aren't forced dialogue). In my option, a better way to do accomplish this would be to add it separately as something Serana would say if specific conditions are met, much like they comment at certain locations and points of interest.

Share this post


Link to post
Share on other sites
  • 0

I don't think what you're wanting to do is going to work. At least, not in the way you're wanting to do it because you are attempting to add your follower into a dialogue scene where your follow may or may not be at their marker for their part of the scene to play out. I can't think of any references in the vanilla game to point you to where your follower comments within NPC scenes (that aren't forced dialogue). In my option, a better way to do accomplish this would be to add it separately as something Serana would say if specific conditions are met, much like they comment at certain locations and points of interest.

Do NPCs have to be at their specific markers for their phase in scripted scenes to occur? If possible, I'm trying to have Serana directly interact or comment on the NPCs actions as the scene is happening, not a comment on certain locations and points of interest.

Edited by Martimius

Share this post


Link to post
Share on other sites
  • 0

Do NPCs have to be at their specific markers for their phase in scripted scenes to occur? If possible, I'm trying to have Serana directly interact or comment on the NPCs actions as the scene is happening, not a comment on certain locations and points of interest.

Well, these NPCs are locked in place during these types of scenes or if they move their paths are pre-determined. If you're just wanting her to comment on the NPCs actions and not actually have her a part of back and forth dialogue with the NPCs, then you should be able to design her interaction very much like a comment from locations. Code your scripts or set your conditions to only happen if you're within a certain distance from the scene itself and check to make sure the scene is running.

Share this post


Link to post
Share on other sites
  • 0

Oh, alright. I was thinking I could do something like an “EVENT ON Cell Load†from a completely independent custom quest which observes the Morthal scene as a quest property. If it hasn’t happened then my quest is still valid, and if it has happened in the save and the conditions weren’t met (DLC1Serana, DLC1NPCMentalModel::isFollowing, GetDistance xxx (or whatever distance units is near) then I shut everything down.

 

Then that would serve as a conditional trigger for the dialogue.

 

Question though, if I wanted to make an independent scripted scene from the vanilla scene, to start right after the vanilla scene has ended, in that case would I have to set up proper markers for the NPCs to travel to? I ask because while these NPCs definitely are locked in place during the scenes, some ones, like those triggered as Actor Dialogue Events don’t seem to have packages in them in the CK, only dialogue.

Share this post


Link to post
Share on other sites
  • 0

Yes. You'd have to have markers for them to travel to the location of the new scene, else they will not know where to go for the scene.

Share this post


Link to post
Share on other sites
  • 0

Is it possible to have an NPC travel to be near an actor Alias Ref for their scene marker, rather than having a specified one on the ground already?

Share this post


Link to post
Share on other sites
  • 0

That, I don't know. Sounds like it could be possible, but also sounds like it could be ify. What if the Alias Reference is never filled? 

Share this post


Link to post
Share on other sites
  • 0

Yeah, it probably is. I haven’t seen scenes like that done in the CK before at least by Bethesda’s standards. Was just thinking about the possibility of it theoretically.

Edited by Martimius

Share this post


Link to post
Share on other sites
  • 0

On another note, is there a way (either by papyrus script function or condition function) to currently check if the player has finished talking with an NPC in a specific conversation? For example in the Soul Cairn, could the game recognize when the player finished talking with Morven Shroud (the Soul Cairn merchant) for the first time?

Share this post


Link to post
Share on other sites
  • 0

On another note, is there a way (either by papyrus script function or condition function) to currently check if the player has finished talking with an NPC in a specific conversation? For example in the Soul Cairn, could the game recognize when the player finished talking with Morven Shroud (the Soul Cairn merchant) for the first time?

It's any part of the dialogue is part of a quest, then absolutely yes. You'd just need to check whether the quest or stage of a quest is complete. This can be done in both conditions and full scripting. If not, that I'm not sure. The list of conditions available to check against is here: https://www.creationkit.com/index.php?title=Category:Condition_Functions

Share this post


Link to post
Share on other sites
  • 0

Thanks. I'm aware of the GetStageDone condition. Unfortunately from the CK Condition Functions on the wiki there doesn't seem to be something that indicates dialogue not tied to a specific quest stage. I do know however that the game somewhat realizes this already, despite absence of a CK condition. Because when finishing a dialogue option with an NPC (if its not Say Once or on cooldown) it gets greyed out.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Similar Content

    • By Jordo24
      I'd like to know how to use xedit or the creation kit to make files a .esl, I followed this guide
      https://afkmods.iguanadons.net/index.php?/topic/5079-plugin-files-and-you-esmeslesp/
      and I cant really understand it, if anyone has step by step instructions please let me know!
    • By Bluegunk
      I've happily been using Creation Kit through MO2 the last few days with no issues. This afternoon it refuses to load in MO2 - crashes with the dreaded "Creation Kit has stopped working".
       
      However, it works outside MO2.
       
      I'm running Win 10, everything on an SSD away from Program Files.
      I tried reinstalling Creation Kit, reinstalling MO2, running a file verification on the system, checking Registry with CCLeaner, usual restarts etc.  No luck.
       
      The Windows Error Log gives me this:
       
      Faulting application name: CreationKit.exe, version: 1.3.9.0, time stamp: 0x58486f09
      Faulting module name: ucrtbase.dll, version: 10.0.14393.0, time stamp: 0x578997b5
      Exception code: 0xc0000409
      Fault offset: 0x000000000006d5b8
      Faulting process ID: 0x2f60
      Faulting application start time: 0x01d26f5bb7cb358e
      Faulting application path: G:\GAMES\Steam\steamapps\common\Skyrim Special Edition\CreationKit.exe
      Faulting module path: C:\WINDOWS\System32\ucrtbase.dll
      Report ID: d6761478-a6c5-4e10-9da8-db660f12aaf0
      Faulting package full name:
      Faulting package-relative application ID:
       
      Any help much appreciated! Thank you!
       
    • By GSDFan
      The following pertains to the developer builds of MO2. This has been tested with the latest build 2017-11-24 with the Update A2. The A3 update will cause the Creation Kit (CK) to report that it is not working and close and the latest version of Fallout 4. This may well work for SkyrimSE and other programs run from MO2. As always this worked for me and your mileage may vary.
       
      As MO2 is still in Beta and there are numerous problems still being worked on. The two problems I have encountered, one is that the CK will not load at all, this is not a MO2 problem at all, and once it is run, saving will result in a hung not responding CK and the user must terminate the CK manually and lose all work done. I would highly suggest that if you are doing a complex mod to do it in the vanilla environment.
       
      Problem one, as I stated earlier is not a MO2 problem and is included here to help others, as it can manifest in the vanilla environment also under certain conditions. Especially if the user has installed optional DLLs in the games root folder. In my case I found out that I had a DLL called dxgi.dll. If this DLL is present, the CK will not load when it is launched even from outside of MO. Renaming this DLL will allow the CK to launch. So, for every session you want to run the CK you just must rename dxgi.dll to something else and you are good to go.
       
      Problem two, not saving from the CK. This will be for the CK run from MO2, but may work for other programs run from MO2. As I understand it, MO2 has a problem when writing files that aren’t already in the VFS system, often resulting in odd behaviors, i.e. not saving newly created files, and hung programs.
       
      With that in mind I do the following:
      For editing an ESP:
      Open the mod to be worked on in a Windows Explorer window. Open the MO2 Overwrite folder in a Windows Explorer window. Copy, not move, MOD-Name.esp from the mods window to the MO2 Overwrite window. Start the CK and make changes until you are ready to save. When you are finished save your modified mod. It will now be saved to the Overwrite folder. If you are not going to modify anymore, right click the Overwrite folder and select “Sync to Mods…†option. Your mod will be copied to the back to the original mod. The Overwrite folder should now be empty. For converting “MOD-Name.esp†to an esl:
      Copy, not move, MOD-Name.esp from the mods window to the MO2 Overwrite window. Make a copy of “MOD-Name.esp†to “MOD-Name copy.esp†and rename it to “MOD-Name.eslâ€. You can also use a blank ESP to do this. I use a saved blank Bashed Patch, “Bashed Patch, 0.esp†from Wrye Bash, to do this renaming as needed. You should now have “MOD-Name.esp†and “MOD-Name.esl†in the overwrite folder. Copy, not move, the newly created “MOD-Name.esl’ into the mod being worked on folder window. This will make the actions in the last step work for us. Start MO2 and the CK and open the mod to converted, as described above, making it the active mod. From the file menu select the “Compact Active File Form IDs†click through the dialogs until no more show up. From the file menu, select “Convert Active File to Light Masterâ€. Click the dialogs until no more show up. The new ESL will be written to the “MOD-Name.esl†in the Overwrite folder at this time. No need to do anything else in the CK so close it now. Back in MO right click the Overwrite folder and select “Sync to Mods…†option. Your mod will be copied back to the original mod leaving the Overwrite folder empty.  
      For the MCM and MCM mods you need to have the empty data structure in the vanilla “Data†folder. They are MCM\Config and MCM\Settings. With this folder structure present in the Data folder MCM mods will now show up in game.
       
      I also had some problems with Transfer Settlements mod not saving Blueprints. To correct this, I had to create the following folder structures, “F4SE\plugins\TransferSettlements\Backup†and “F4SE\plugins\TransferSettlements\blueprintsâ€. When present in the vanilla game settlement blueprints will now save in game. When testing this without the folder structure present the Transfer Settlements would complete without any mod added ESPs being listed. With it there I got the list of ESPs I was expecting to see.
       
      I hope this helps users of the Developer builds have a better experience.
  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.