


"I have a basic memory system set up where I ask ChatGPT to summarize the conversation on exit to help condense it down for future prompts," Art From The Machine said on Reddit. The enchantment on it allows the wielder to capture the souls of their enemies," Ulfberth War-Bear says.Īs for NPCs remembering your conversations, Art From The Machine is working on using a basic memory system in tandem with ChatGPT to help make this a possibility. "It seems to be a well-crafted iron sword with a soul gem embedded in the hilt. Click on the button to select the talking activator in the Render View.He is also seen describing a sword the player picks up, showing that any NPC - with the proper knowledge, of course - could dynamically explain various items in the world to you as part of a conversation instead of having that info solely in text form in some menu.

Double-click on your script to edit its properties.TalkActivator.Activate(Game.GetPlayer(), true) ObjectReference Property TalkActivator Auto Event OnActivate(ObjectReference akActionRef) Select your script in the Reference window, right-click>Edit source.Click on New Script, and give it a name.Click on Add (wait a little for scripts to load).Go to the Scripts tab, far right in the tabs of the Reference window.Double click on your trigger/activator in the Render View.What this script does is simply to force the activation of the talking activator, which forces it to start its scene. For this, we're going to need a little script. Now if we leave things as they are, it's gonna be pretty useless, because neither the trigger nor the activators know what to do. So it's all a matter of whether you want the player to initiate the dialogue or not. Creating a custom activator that the player can use to start the dialogue.Creating a trigger volume that will force the dialogue when the player enters it.So we need to find a way to force the activator to start its scene. Well, sadly, that doesn't work, and the talking activator cannot be activated by the player either. Now you could think that since you just created a scene, in which your talking activator is supposed to force dialogue when approached by the player, that it would be normal for it to act this way. Click OK on all the windows that are open to save the changes to your quest.

The radius is set to 500 by default, you might want to reduce it eventually, but it's not very important. In the table, you may also click on the third option (Trigger Location), click on the button in the Selected Package Data area, and select your talking activator in the Render View.In the table on the left, click on the first option (Topic) and select the first topic of your dialogue in the drop-down menu, right to the table.In the drop-down menu called Package Template, select ForceGreet.
