*Hey everyone in the comment section* Make sure subtitles are ON in game or else this will not work for you. Since there is no audio to indicate the dialogue is occurring.
How would I go about making a dialogue end with the NPC engaging in combat with the player? Would I need a short script or is it more simple than that?
Right, I could use some help. I have a greeting for my NPC and player activation is unchecked yet my NPC will only say their greeting once my character has initiated dialogue. Any ideas?
So I understand that the ck is in beta or something and has certain crash issues, but my ck is crashing each and every time I try to add conversation responses to a new dialog. Is anyone else having this issue or has anyone already found a fix for it?
My dialog is only happening once, if I end the conversation and go back to the NPC I can't trigger the dialog again. another problem I'm having is the greeting for my NPC has my PC's name instead of the NPC, so it says "PC Name: Hello, I'm an NPC when I approach them. Any help for these two issues?
On the off chance that anyone checks these comments, I'm having an issue with greetings. I'm able to set up a single scene, but I can't get any other greetings to function other than the first one, and no other NPCs in the game react when I activate them. I feel like Im missing something obvious
Why can't I click the record option???? I've done everything you said, I just can't click record, it is grayed out for me. I have connected mike and set the mic in "configure"
I followed the tutorial, and when I first tested with only force alias I couldn't initiate any discussion with my test character...Piper on the other hand had all the lines my test char should have had! After adding the GetID condition the dialogue initated correctly.
Is there a way to have the player automatically continue a conversation instead of being presented with a choice? I've got this idea for a mod where the only dialogue choices the player is presented with are when there are actual choices to make. There's nothing more annoying than four ways to say yes, the choice may as well be skipped.
+420StonerComedy If you record a wav file, give it the same name as the topic you want spoken and put it in the correct folder structure: Fallout4/data/sound/voice/YourMod.esp/YourVoiceType I do it in the lip file tutorial.
Ive followed all your instructions, which work fine, but ive run into a serious problem when trying to add sound files. I have voice actors that have done the wav files, ive put them in the correct folders but when I get in game there is a problem.I followed one of your old videos and when I choose the sound, it plays in game but forces you out of the speech (and doesn't allow you to select any other speech options) and the mouth doesn't move, can you do a guide for adding sound files from existing wavs please?
So ive literally followed every step (and the captions) for my charceter, so i walk up to him and my charcter says "hey" and he looks at my like some sort of dumbfuck and says nothing? What did i do wrong?
I'm getting the message "this hello or greeting info has no conditions. Please add a condition unless this line should be spoken by all voice types" when i try to enter my start greeting even though I followed your tutorial step by step. I tried ignoring it but most the time my player character says the line instead of the npc, and when i changed the speaker to my npc instead of none it guaranteed that the npc said the line, however it refused to use the lip flies at that point. I started completely over from scratch and did everything step by step again but with the same results. I've got to be overlooking something, any ideas?
I figured it out now everything i got so far works perfectly, I just had to set the condition using getisid and choosing the npc I wanted to say the dialogue under the function info. Thanks for making this series by the way.
Is there anything you can do about to fix the camera constantly cutting to the player character, only showing the NPC for a few seconds, even when its the NPC talking?
oo i see... Thank you, i thought there are other way to do that. Btw i was posting a comment, well actually a SOS to you about your [Fallout 4 Creation Kit Tutorial - Simple Companion], i was follow every steps but have a small problem in the end (to fired the NPC for the 2nd time). please i need your help on this one. after the re-recruit, on [TALK] the conversation stays on "Oh, you're back" (conversation after you fired the npc) and not conversation to fired the NPC. Your "simple" companion tutorial for me is the powerfull one! we can add conversation as we pleased! Please help me.
I use Getstage exactly as in the video, i follow every instruction in the tutorial. Video annotation? i think i don't see that cuz i was download your video. but i will check right now.
ok, is it this one? "Don't use GetStage. Use the condition GetInFaction CurrentCompanionFaction ==1 for the greeting you want to say while hired. Use GetInFaction CurrentCompanionFaction == 0 for the greeting you want him to say after you've fired him. ??
For some reason my windows in the creation kit (New Referance Alias, etc.) pop up to big and I cannot hit ok because its hiding beneath my toolbar, any suggestions? Its not giving me the option to resize the window from the edges.
I did exactly as you instructed, they don't want to talk to me, no matter how hard I try, no matter what I do they still ignore me. I even deleted everything strated from scratch reinstalled the mod they still don't talk to me.
Scratch that, I believe I found a solution, if you do everything like the tutorial says and still get no dialogue you must check the "Force greet" in the greeting window as well as "Force into alias on fill" in the alias window after you made the alias. I have no idea what black magic stands behind this but it works.
shahar_ Well if you have a small monitor you can get a program called ALTDRAG. It basically allows you to hold the ALT key and hold the mouse down to move a window beyond its normal limits. You just need to run the program every time you want to use it... DOWNLOAD: stefansundin.github.io/altdrag/ TUTORIAL: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-8yw1i2FBAss.html
+Frank Molbech i made the same mistake, for anyone else, go to the pause screen > Settings > Display > check Dialogue Subtitles. Go back to the NPC and their dialogue should appear.
is there a way to change some ai parameters in game settings to stop npc running away at all and just attack? i gave myself complete immunity with a mod that i created, setting "incoming weapon damage" and "incoming explosive damage", "incoming radiation, falling, magic" values to 0 now all creatures and enemies just flee away in panic when they see me is it possible to force them just stop running and put a brainless fight? really i need help please, i can't find any help anywhere:( im about fallout 4
@@IncredulousIndividual i downloaded a mod dt flee fix that fixed that issue partially, they now cry scared, but still kinda put a fight for that i had to install dt mod
Absolutely nothing happens for me. I spam 'E' on the NPC; the player doesn't greet, the NPC doesn't say anything. I've gone over the tutorial twice, there's no issues that I can see. I went back through your NPC tutorial just to see if you did anything different there to me, and nope. Subtitles are on, so it's not that I just can't see the dialogue. Just nothing. Tried checking "ForceGreet" and "force into alias", nothing. Tried with a ForceGreet package on the NPC, that actually did make them say their first greeting line of dialogue, but nothing else. Couldn't give my responses. I just don't know what else to do. Christ I miss the GECK...
It's basically just like adding any line of dialogue, except you can't just say whatever you want. For example if I want the player to say "tell me about yourself" I type that into the player's dialogue line and then I find the audio of the player saying "tell me about yourself" then rename it to the same name as the line I typed out, which appears on the left of the window when editing the response and is labelled "Voice Filename." I then put it into the relevent folder structure eg. Fallout4/Data/Sound/Voice/MyMod.esp/PlayerVoiceMale01 or PlayerVoiceFemale01. You'll have to extract the voice files from the Fallout 4 - Voice.ba2 file in Fallout4/Data to access them. This mod contains a transcript of all the game's dialogue so you don't have to listen to it: www.nexusmods.com/fallout4/mods/7273/?
+Subzeros No Chill Channel It's hard to say. I was so used to doing it in the old Fallouts that it seemed really simple. That said, I've picked up how to do it in FO4 a lot faster than I did for the old Fallouts. It is a lot easier to see the flow of a conversation in this one.
Any chance you can do a tutorial on how to set up a trader including the dialogue, I tried using this video to make one but I just end up with a blank screen in the trade section, where I cant sell or buy items, thanks
I might do that next. I didn't do any last week with one thing and another so I needed a decent one to start up with again; I'll see if I can do it tomorrow.
I tried this using the fallout 4 lip files video and now its broken fallout 4, I realised I had not been using the creationkit32 bit and saved my file using that, and now the game wont run at all, it keeps getting stuck in a loop when launching, all it does is close the launcher and it pops up again I have just tested this, and as soon as I save with the 32bit and then launch the game, it wont launch with an esp saved with the 32bit creation kit, keeps looping, loaded up an old esp from a backup, runs straight away, saved it with 32bit, launch game, loop again. So basically any files I modify with the 32bit creation kit wont load
OK ive found the problem, might be worth putting this in the video as a caption or something.Basically the advice ive found online is DO NOT SAVE when using the 32bit creation kit, as if you are making a large mod (like myself) it can save some other stuff causing the mod to break. Basically just generate the lip file, copy and paste it somewhere and the path somewhere you can find them and even if you don't save the esp, the file should still work, The way I did it was, following your video to generate lip file, save lip and wav to another location, close 32bit creation kit without saving, open 64bit creation kit, paste lip and wav file to correct location, go back to the part where it says Y or N for lip and wav files (both should now have Y) and simply close the quest dialogue and by pressing OK and saving the 64bit it seems to update it as the path is already laid out it just needs saving, I hope that makes sense
Ive followed everything making my alias, character unique, all the dialogue, the layout looks exactly like urs and all the boxes, but the player says the greeting to everyone?
+Power37371 If the player is saying the greeting to everyone then you need to add a GetIsID condition to the greeting and select your npc so only they say it. The F next to the greeting means that the 'requires player activation' box is checked and the player has to activate them for the greeting to be said.
Not sure if you already know but there is a work around. Simply making one of the 4 options a dialogue choice that links to a new scene with another 4 choices. Then making one of those 4 choices link back. So in total 6 options.
The camera will always been on you unless you record dialogue for it. Also, if you don't have subtitles on it'll look like nothing is being said unless you have audio recorded.
+Power37371 In the topic you want to be a speech challenge there's a dropdown menu where you can select speech challenge difficulty. Then for the npc response you create two responses and for the one you want to be the successful one you add the condition 'getspeechsuccesslevel' I think that's what it's called and set it to ==1. It's hard to explain in a comment but I'll do a video on it
Say I wanted a dialogue response from an NPC be gender specific I would put in the conditions GetIsSex == Male/Female == 1 right? Also is there a way to hide a dialogue choice?
Do you mean gender specific to the player? If so, then use that condition but make sure that you run it on the player. There's a dropdown menu at the bottom of the condition which defaults to 'subject' choose player from that list. If you want it gender specific to the speaking npc you can leave it at subject.
No, you have to have all four showing. If you leave one blank then it'll either show up with "positive" "negative" "neutral" or "question" by it or, depending on what HUD mods they have, it might show a number with no text by it.