Before anything, two things first: 1- Dragons will continue to speak "Noooooo!" when they die, always. I think that's immersive, there is no sentient creature without fear of death, even dragons. Either way, now there is an alternative file for this. 2- There is another line the dragons are supposed to say when they fly after landing once. As it had a different condition I decided not to touch it in the original version to see how it goes. Either way, there is an alternative version that should prevent then from talking to much when flying again if that happens.
I was wondering why dragons would constantly say "You are strong, Dovahkiin. Rinik mul. But not strong enough." or "Now we will see whose Thu'um is the stronger!", no matter what percentage I would put in the ini file. Turns out the conditions for these are wrong - the first has the HasKeyword condition check if it's equal to 0 rather than equal to 1, and the second has the HasKeyword condition check if it's equal to/or 1, rather than just equal to 1.
After fixing the conditions, dragons would never speak at all, regardless of if there was a 100% chance of them being assigned your custom keyword. I checked out po3's examples on the SPID mod page and made a tiny fix to your SPID ini:
Firstly, you don't need to reference the FormID for the custom keyword you created in the plugin (the '0x800~Talkative Dragons - Less Talkative.esp' thing) - you can define the keyword straight from the SPID ini it seems! Both ways work, I just thought I'd show this as it seemed a neater way to do things :) Unfortunately you can't remove the custom keyword from the plugin though as the dialogue conditions rely on it, so there isn't much of an advantage doing things this way.
Secondly (the actual fix) 'ActorTypeDragon|-Dwarven Mechanic Dragon...' should be 'ActorTypeDragon,-Dwarven Mechanic Dragon...' as that's how po3 formatted exclusions in the SPID examples.
Hopefully I explained my workings well enough, I'm still learning SPID!
Firstly, you don't need to reference the FormID for the custom keyword you created in the plugin (the '0x800~Talkative Dragons - Less Talkative.esp' thing) - you can define the keyword straight from the SPID ini it seems! Both ways work, I just thought I'd show this as it seemed a neater way to do things :) Unfortunately you can't remove the custom keyword from the plugin though as the dialogue conditions rely on it, so there isn't much of an advantage doing things this way.
I will look into it when I have time to play again.
Secondly (the actual fix) 'ActorTypeDragon|-Dwarven Mechanic Dragon...' should be 'ActorTypeDragon,-Dwarven Mechanic Dragon...' as that's how po3 formatted exclusions in the SPID examples.
Either way should work. Unless PO3 changed the exclusion format. This is SPID INI is one year old. xD But I will look into it when I have time.
Changing the exclusion format seemed to fix my issues and stop the SPID log from throwing errors; hopefully these observations can be reproduced though and I'm not just talking nonsense.
Sorry, haven't played skyrim for good 3 years now due to RL stuff. Anyone can try spockthewok as it should fix the problem. But I will be coming back to the game in two or three months.
Hi Salvinha, maybe I´m totally wrong, but maybe I found an error in your file, so maybe you can have a look and tell me whether I´m right or wrong. ;-)
I´m tracking error messages in my SPID log file and found this:
See, most lines have 20% chance of speaking, I changed that to 5%. So it's 4 times lower. Other lines had 50% chance, I changed it to 10%, so 5 times lower. And there were those 2 exceptions (as mentioned in the file page) that were set to 100%: - They would always scream "Nooooo!" when dying, I added one more condition which was 10% chance. (V2 File) - They would always compliment you if they had to fly after taking too much damage, I added one more condition which was 10% chance. (V2 File)
I believe if I raised 5% to 10% and 10% to 20% (for example), they would become too annoying because it's aritmetic projection. If the player is "lucky" the dragon can still talk a lot during the fight, but the chance of that happening is lower. It is like a dice being rolled each "x" seconds with 5%/10% chance of getting a positive answer (except for the two specific conditions mentioned). If you still want a little more talkative version, I can do it, but I believe it would be more close to talking a lot, than the opposite. Edit: There is also the fact that the mod has only 17 lines. Wear it out and get bored is easy.
nepenthye, I could if I had access to my gaming computer, all the files are there unfortunately. I moved far away from my home some months ago. I still didn't have the chance to bring my desktop. :(
I remember every dragon fight would be "Your voice is no match for mine! x10" especially with mods that make dragon fights last really long. Thanks for this mod ^^
Oh thank GOD. I had Talkative Dragons installed because the concept sounded really neat, but uninstalled it after my first dragon fight because they would not shut up and kept repeating lines since they ran out of all the new ones so quickly. Maybe now I can actually enjoy it. Thank you.
27 comments
1- Dragons will continue to speak "Noooooo!" when they die, always. I think that's immersive, there is no sentient creature without fear of death, even dragons. Either way, now there is an alternative file for this.
2- There is another line the dragons are supposed to say when they fly after landing once. As it had a different condition I decided not to touch it in the original version to see how it goes. Either way, there is an alternative version that should prevent then from talking to much when flying again if that happens.
Updated the mod to solve issues (I hope).
;DragonTalk
Keyword = DragonTalk|ActorTypeDragon,-Dwarven Mechanic Dragon,-Dwarven Mechanic Dragon Guardian,-Dwarven Mechanic Dragon Master,-Dwarven Mechanic Dragon Masterpiece,-Dwarven Mechanic Dragon Overseer|NONE|NONE|NONE|10
Firstly, you don't need to reference the FormID for the custom keyword you created in the plugin (the '0x800~Talkative Dragons - Less Talkative.esp' thing) - you can define the keyword straight from the SPID ini it seems! Both ways work, I just thought I'd show this as it seemed a neater way to do things :) Unfortunately you can't remove the custom keyword from the plugin though as the dialogue conditions rely on it, so there isn't much of an advantage doing things this way.
Secondly (the actual fix) 'ActorTypeDragon|-Dwarven Mechanic Dragon...' should be 'ActorTypeDragon,-Dwarven Mechanic Dragon...' as that's how po3 formatted exclusions in the SPID examples.
Hopefully I explained my workings well enough, I'm still learning SPID!
I will look into it when I have time to play again.
But I will look into it when I have time.
My new job is tough. I hope it gets easier with time.
or can i use it without it?
Anyone can try spockthewok as it should fix the problem.
But I will be coming back to the game in two or three months.
maybe I´m totally wrong, but maybe I found an error in your file, so maybe you can have a look and tell me whether I´m right or wrong. ;-)
I´m tracking error messages in my SPID log file and found this:
Starting Keyword lookup
[0x800] () FAIL - formID doesn't exist
Your ini file contains this line:
Keyword = 0x800|ActorTypeDragon|-Dwarven Mechanic Dragon,-Dwarven Mechanic Dragon Guardian,-Dwarven Mechanic Dragon Master,-Dwarven Mechanic Dragon Masterpiece,-Dwarven Mechanic Dragon Overseer|NONE|NONE|NONE|10
If I´m correct, it needs to add the esp file name after the Keyword = 0x800 part, something like
Keyword = 0x800~Talkative Dragons - Less Talkative.esp|ActorTypeDragon|-Dwarven Mechanic Dragon,-Dwarven Mechanic Dragon Guardian,-Dwarven Mechanic Dragon Master,-Dwarven Mechanic Dragon Masterpiece,-Dwarven Mechanic Dragon Overseer|NONE|NONE|NONE|10
I´m very new to these things, so maybe I missed something. In any case, I´m interested in your answer. Thanks a lot!
Other lines had 50% chance, I changed it to 10%, so 5 times lower.
And there were those 2 exceptions (as mentioned in the file page) that were set to 100%:
- They would always scream "Nooooo!" when dying, I added one more condition which was 10% chance. (V2 File)
- They would always compliment you if they had to fly after taking too much damage, I added one more condition which was 10% chance. (V2 File)
I believe if I raised 5% to 10% and 10% to 20% (for example), they would become too annoying because it's aritmetic projection. If the player is "lucky" the dragon can still talk a lot during the fight, but the chance of that happening is lower. It is like a dice being rolled each "x" seconds with 5%/10% chance of getting a positive answer (except for the two specific conditions mentioned).
If you still want a little more talkative version, I can do it, but I believe it would be more close to talking a lot, than the opposite.
Edit: There is also the fact that the mod has only 17 lines. Wear it out and get bored is easy.
I moved far away from my home some months ago. I still didn't have the chance to bring my desktop. :(