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SyntaxError
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Reged: 05/30/04
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Dialogue Question
      #2933529 - 08/15/04 07:59 PM

I tried sorting through that 9 page dialogue thread, but it's too disorganized for me to find what I'm looking for, so I'll just ask outright:

I want to create an NPC that has no topics; a blank slate. If I delete topics, of course, it deletes them from the mod entirely. And "nolore" only removes some topics, not all of them. Is there a method to clear off all the topics for customizing?

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Grumpy
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Reged: 08/02/02
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Re: Dialogue Question [Re: SyntaxError]
      #2933593 - 08/15/04 08:25 PM

You can use NotID to remove the ones that NoLore doesn't remove. Just select NotID from one of the dropdowns for a particular topic and put your character's id in the box. No value is needed.

Second way is to create a new race. They start out empty. No nothing.

Be advised that NoLore does not work for BM (Solthsteim), so if you're character winds up there, the get the whole sheebang...

--------------------
Grumpy
My mods

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SyntaxError
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Re: Dialogue Question [Re: Grumpy]
      #2933609 - 08/15/04 08:31 PM

I created a new race, but I created off the Imperials (basically a copy-paste). The topics must be hardcoded into the races, then? I'll create a new one from scratch and choose the body parts manually...that sounds like it'll work. Thanks.

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SyntaxError
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Re: Dialogue Question [Re: SyntaxError]
      #2934936 - 08/16/04 04:33 AM

Well phooee. That didn't work. Creating a new race still gave me the 7 or 8 generic topics that just...don't go away. All creating a new race did was "nolore", basically. That supposed to happen?

But in-game, only Almalexia and Solstheim appear as options.

Edited by SyntaxError (08/16/04 04:44 AM)

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MannyJabrielle
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Reged: 08/08/04
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Re: Dialogue Question [Re: SyntaxError]
      #2935281 - 08/16/04 08:06 AM

I've only briefly played around with dialogues (and I haven't looked at any tutorials here, so I don't know if I'm saying something already covered in them), but... I do believe that a number of topics are coded by region. I don't know if those are the ones you're getting.

For example, if you manage to drag some NPC from Vivec all the way up to Dagon Fell, he'll stop having his usual set of topics that relate to Vivec and start saying Dagon Fel topics. Specific person/specific places are region condition tags for example. The nolore script might remove those, I haven't really looked at it so I don't know.

Are you testing your NPC in an exterior cell, or in a new test interior cell not attached to any region?

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SyntaxError
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Re: Dialogue Question [Re: MannyJabrielle]
      #2935434 - 08/16/04 09:14 AM

I am testing the NPC in a new exterior cell, which is nowhere near Morrowind.

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Iudas
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Reged: 10/30/02
Posts: 1197
Re: Dialogue Question [Re: SyntaxError]
      #2935472 - 08/16/04 09:34 AM

There are two mods out that attempt to reduce the frequency of the solstheim dialogue and one that attempts to undialogue almalexia from most NPCs. All on the summit.

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ManaUser
Master

Reged: 05/31/00
Posts: 6115
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Re: Dialogue Question [Re: Iudas]
      #2935719 - 08/16/04 11:25 AM

Okay, here's the deal. Almalexia and Solstheim are well-known misbehaving topics. As Iudas said there are mods that deal with them. In fact, I made one which I have not around to releasing yet. (Thus no readme). The other thing is that "NoLore" doesn't effect what you see in the editor. Then there are a few other "rude" topics that show up based on race, faction, etc in certain situations. That's why making a new race was suggested. For the most part NoLore takes care of all but Almalexia and Solstheim.

I suppose I could mention there's another way to be completely sure no unwanted topics show up, but it's kind of odd. That is to make this character a creature.

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SyntaxError
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Re: Dialogue Question [Re: ManaUser]
      #2936072 - 08/16/04 01:17 PM

Quote:

I suppose I could mention there's another way to be completely sure no unwanted topics show up, but it's kind of odd. That is to make this character a creature.




That was tonight's project, actually. Thanks for both links, I will try both as soon as I get home. The help is much appreciated.

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SyntaxError
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Re: Dialogue Question [Re: SyntaxError]
      #2947556 - 08/19/04 02:37 PM

Don't feel like spamming with another post, so I'm tacking the new question on this one:

How do you make a "more information" button, or whatever it is, that continues on with dialogue after you've maxed out the character limit? It keeps truncating my text to its maximum character, but I have more to say.

Figured the above question out, and earned a new one!:

Why can't I add new topics when filtering for my NPC? Is there a way around this?

Edited by SyntaxError (08/19/04 02:45 PM)

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Klinn
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Reged: 11/19/02
Posts: 2319
Re: Dialogue Question [Re: SyntaxError]
      #2950879 - 08/20/04 12:52 PM

Just in case somebody else is following this, you can use the Choice function to lead to the second part of your dialogue. In the first dialogue's Results box, put Choice "Continue" 10 where the number '10' is completely arbitrary. Then create a second dialogue item above the first one with identical filtering, plus the condition Function | Choice | = | 10. In the game, the player should see the first piece of dialogue, the lower one, with the word 'Continue' in red at the bottom. When they click on it, they should see the second (upper) dialogue.

Nope, my recommendation is never have the dialogue filtered by NPC (the box at the bottom of the Topics list) unless you are doing some sort of debugging. This means - never click the Dialogue button in the NPC's Properties window, always bring up the Dialogue Editor by clicking the 'speech balloon' button on the main toolbar.

...Klinn


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