Donglic Posted March 29, 2015 Posted March 29, 2015 I would like to have someones help that knows Dialogue to the T. I'm struggling. I would like to know what Condition makes other dialogue appear. (Very hard to write out, easy to say) Example: An NPC teaches me a new recipe. I want the recipe to appear at a campfire/workbench/reloadingbench after the NPC teaches it to me. Except I want to use this for dialogue. PLZ HALP
Donglic Posted March 29, 2015 Author Posted March 29, 2015 ok thanks, do you think you can tell me how to get a message to pop up is the player enters a trigger?
OneWayVector Posted March 29, 2015 Posted March 29, 2015 What you might need to do is the following: 1) Create a Perk which represent the set of recipes you want to add, make sure it is hidden. 2) Add a condition to each recipe to require the perk to exist 3) In the dialogue use the SCRIPT box to add the perk when said NPC "instructs" your PC Edit: Sorry about the previous message... but to copy: Conditions just filter which message becomes available; it is the small scriptlet within dialogues that do the heavy lifting.
DoctaSax Posted March 30, 2015 Posted March 30, 2015 That'd work but it's not really necessary to clutter up the perk menu. You can use a quest script variable to hold the same information, set it to a value in the result script, and look it up with the getquestvariable condition.
OneWayVector Posted March 31, 2015 Posted March 31, 2015 That is more simpler then what I wrote, but I will have to disagree about the clutter, since a perk can be used by the Player to check if they have those recipes without going to a campfire, workbench or reloading bench. Finally to avoid confusion the dialogue could check if the Perk or Quest has already started and avoid the repeat of said dialogue trigger. If it is a hidden perk, does it appear the the PiP-boy perk list? I don't recall; but hidden Perk do not appear in level up lists either.
Donglic Posted March 31, 2015 Author Posted March 31, 2015 thanks for the replies, i sorta taught my self this today! Im making a companion mod, with quest and voiced lip-sync, I just needed to make my npc more "dynamic"
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