×
Меню
Индекс

TES CS Topic tab

Topic tab
The Topic tab is where all of the topics available for the player to click on are located. You can create new topics here or use existing one.
 
 
Your topic will be added and the list will repopulate in alphabetical order.
Info/Response box
The Info/Response box is where the NPC replies to topics are located. In here you can: add new responses, change existing responses or delete responses.
 
Adding new responses To add a new response for an NPC, right click on an empty line and select new. An empty line will be created and you can start typing.
 
Tip: I recommend that you click on the white box just below the response box because the line editor will truncate your entry if you exceed its character limit; the response box has a larger limit (512 characters).
 
Speaker conditions The speaker conditions section contains filters that determine when a particular NPC dialog line will show. All NPCs share the dialog database, even dialog added by other mods, so it’s important to ensure that your dialog will only be available to the NPCs you want it to and only under the conditions that you set.
Filters
ID The id of the NPC that speaks this line (e.g. the id of caius cosades) means that only Caius Cosades will have those lines available.
 
Note: Setting this filter prevents the race, class, faction and rank filters from being used.
 
Race The race that will have that line available (e.g. Breton, Imperial): All members of that race can potentially speak that line.
 
Class Same as race, but filters by class (e.g. warrior, knight).
 
Faction Same as race, but based upon the faction the NPC belongs to (e.g. Thieves’ Guild, Fighter’s Guild, etc.)
 
Rank Used in conjunction with the faction filter. This is used to limit the NPC response to any member of the rank within a faction and above.
 
Example: a Knight of the Legion and any NPC with a rank above that will have that response available.
 
Cell The NPC has to be in the cell listed to have that dialog response.
 
Example: The members of the Thieves’ Guild will only have their dialog available if they are in one of the guild halls. If you commanded one of the members to follow you outside of the guild hall, they would loose the dialog that refers to the Thieves’ Guild (i.e. Join the Thieves’ Guild).
 
PCFaction Similar to faction, but this applies to the player character. The NPC will only have this response if the player is in the faction listed here.
 
Example: Imperial Legion NPCs have a different response for players that are members of the Legion versus those that are not when the player asks about joining the Legion.
 
PCRank Same as Rank (see above), but it applies to the player character instead of the NPC.
 
 
 
 
Sex The NPC’s gender.
 
 
 
 
Disp The NPC’s disposition. The NPC’s disposition must be this number or higher for the response to be listed. A disposition of 0 means that the response is always available provided that the other filter conditions are met.
 
 
 
 
Function/variable This holds the functions and variables that can be used to further refine when a response is available. Each filter in this function has different mathematical operators available: greater than, less than, equal to, not equal to, greater than or equal to, and less than or equal to.
 
Example: Freeing slaves: if the player has one or more keys that fit a slave’s bracers, the slave will ask them to unlock the bracers. If the player does not have a key, then the slave will mention that. If you are checking for more than one type of item, each item type (key, ingredient, etc) needs to be on a separate line.
Note: some NPCs, like guards, are generic and can have more than one in the dead count. NPCs with names are unique and there’s only one copy of each.
Example: the Master Barelo topic. When talking to any Dissident Priest other than Gilvas Barelo will give you the response “Master Gilvas Barelo is the abbot of our monastery, and the head of our secret order.” You can also set this to 0 for non-unique NPCs like guards.
 
Voices Tab
The voices tab is where the game stores the spoken voices for the NPCs (alarm, hello, etc.). You’ll be adding to this tab if you’re adding new spoken dialog for NPCs. This tab is not covered by this tutorial.
 
Greetings Tab
This tab has all of the initial written greetings used by NPCs. It functions similar to the topics tab in that the speaker conditions can be set so that the greeting is only present when the filters are met.
 
Example: When Caius greets you for the first time, he asks if you’re the one that was to report to him.
 
The greetings tab is subdivided into ten greetings numbered 0-9. Technically each greeting division is for a specific purpose: Greeting 0 is used by the guard NPCs for the purpose of handling punishments for crimes committed, while another one of the Greetings is for when an NPC greets a player vampire.
 
Tip: New greetings can be placed in any of the subdivisions, but Greetings 1 seems to be the best place.
 
Guideline: NPCs using the guard class should have their greetings in Greetings 0, especially companions to prevent them from trying to arrest the player. Other NPCs can have their greetings in Greetings 1.
 
Persuasion Tab
This tab holds all of the NPC responses to persuasion attempts (admire, intimate and bribe). Like the other tabs, you can limit the responses to a particular NPC, a class, a race, a gender or leave it open to any NPC.
 
Journal Tab
This tab contains all of the journal entries available to the player.
 
To add a journal entry:
 
Example: