Trailers and Teasers – Salty-Throat

Minus a few re-takes, DOPR5 has re-recorded most of Salty-Throat‘s dialogue, which should allow the Argonian to make the cut when the mod goes out of beta. While some other oldies have had to be recast, hopefully we can keep as many of the original actors as possible.

I also took the time to make another video detailing a few alterations I want to make to the dialogue, namely the presence of more top-level questions, which will allow you to leave and return to some of the longer conversation strings. More details in the video below.

http://www.youtube.com/watch?v=KsSgtRzb-VA

Creation Kit – Chatty Followers Fix

In response to a previous post, BarbasTheDog has offered a script that prevents followers from babbling when engaged in a conversation with an NPC. In the video, you’ll notice the follower quest and all relevant dialogue is disabled while Avulstein is talking. The instant he stops, the follower quest returns.

Moreover, the hellos and one-line chatter from the other NPCs does not disable the quest, which is a good thing since we don’t want passersby to remove the options while you’re engaged in dialogue with a follower. This will work with the main version.

Creation Kit – Rude Followers

http://www.youtube.com/watch?v=nsdtwYAALg4

Sometimes NPCs are jerks. They will see you clearly engaged in a conversation with another person, and yet still find the need to rudely babble in the background about the layout of the city or the rich history of their underpants. It would be nice if there were a way to prevent this, and there technically is. It’s just a ton of work.

The problem is there is no single condition that stops the quest when appropriate – it has to be applied to individual NPCs and scenes. At least, as far as I know. I could be wrong. Please let me be wrong.

The video above demonstrates how this brute force tactic works. A condition has been placed on the DialogueFollower3DNPC quest to not run while MorthalInitialScene is playing. A similar condition IsInDialogueWithPlayer can be run on individually referenced NPCs, such as Al’Hassan in the picture below.

notalkiewhentalking

The reason I’ve been slow in implementing these conditions is because I’m not entirely sure this is the only way to go about it. It certainly isn’t the most efficient. So it’s a low priority, because eventually someone smart is going to make all of this brutality a complete waste of time. It’s possible someone already has.

EDIT: It appears that the scenes are considered “playing” if you’ve never seen them. Meaning, the IsScenePlaying condition has to be applied to individual comments instead of an entire quest. So it’s useless.