Ïn answer to letting any character speak. There is a way to do this and change nothing else. It is very simple. It just has to be done on every conversastion, by marking the NPC.
The option is "Allow/Can speak with with non-player owned characters" or something very similar. click the check box to TRUE.
This would handle the warping because it isn't the warping I am worried about. It's the warping of my WIZARD to the front when I clearly had my palidin leading the party every time I converse with anyone. Also the jarring swap of characters when I am only having a minor conversation or vendor purchase really forces the warrior PC because of the constant swapping.
As for conversation distance, it is in the module properties. 20 is a good number.
But cut scenes have their own very forceful script, that you can change yourself. For example, you can the party automatically move into a formation (say by their character order) such as a diamond, so that anyone straggling way behind in a dungeon will be there on time for a big cut scene.
This same script does a number of things, such as resurecting and otherwise making everyone conversible.
Now back to setting that "converse with non player owned characters" variable. Since you have to do it with every creature/NPC, here's an easy way to handle the ones who don't spawn (already painted in game). Open those areas, drag select all creatures only and check the variable.
As for creatures that spawn from blue prints, you can select only campaign or module level creatures to show. Shift select them all and set the property. If I recall, you can shift and highlight the blueprints.
Modifié par Eguintir Eligard, 12 mars 2014 - 07:15 .