Jump to content

Using another quest's alias in a dialog condition


Recommended Posts

Posted

GetIsAliasRef can be used in dialog conditions to check if the actor matches the one contained in the alias. However, this function can only be used with aliases that belong to the same quest as the topic info that's using GetIsAliasRef. Is there a way around this?

 

Reason why I'm asking: I'm working on a SexLab Solutions event that offers a sex alternative to the brawl scene in 'Hired Muscle' (known in the CK as CR04, a companion quest). However, to do that, I need to add a new dialogue option to the NPC that's occupying the brawl target alias, but since that alias is in CR04 and not in my own quest, I can't use GetIsAliasRef on it. I realize I could simply import the alias into my own quest, then use the condition on that, but in my case, my own quest will already be running from the start of the game, whereas CR04 may start at any point in the game, so I wouldn't know when to import it. Ideally I'd prefer to not touch any vanilla scripts (to avoid issues with future USKP fixes), so setting CR04's quest script to fill an alias in my quest isn't a favorable option. So I guess what I'm looking for, a way to detect when CR04 is started, without doing any edits to CR04. Would that be possible somehow?

Posted

GetIsAliasRef can be used in dialog conditions to check if the actor matches the one contained in the alias. However, this function can only be used with aliases that belong to the same quest as the topic info that's using GetIsAliasRef. Is there a way around this?

 

Reason why I'm asking: I'm working on a SexLab Solutions event that offers a sex alternative to the brawl scene in 'Hired Muscle' (known in the CK as CR04, a companion quest). However, to do that, I need to add a new dialogue option to the NPC that's occupying the brawl target alias, but since that alias is in CR04 and not in my own quest, I can't use GetIsAliasRef on it. I realize I could simply import the alias into my own quest, then use the condition on that, but in my case, my own quest will already be running from the start of the game, whereas CR04 may start at any point in the game, so I wouldn't know when to import it. Ideally I'd prefer to not touch any vanilla scripts (to avoid issues with future USKP fixes), so setting CR04's quest script to fill an alias in my quest isn't a favorable option. So I guess what I'm looking for, a way to detect when CR04 is started, without doing any edits to CR04. Would that be possible somehow?

Can you edit whatever starts CR04 to message your quest after it starts CR04?

Posted

 

GetIsAliasRef can be used in dialog conditions to check if the actor matches the one contained in the alias. However, this function can only be used with aliases that belong to the same quest as the topic info that's using GetIsAliasRef. Is there a way around this?

 

Reason why I'm asking: I'm working on a SexLab Solutions event that offers a sex alternative to the brawl scene in 'Hired Muscle' (known in the CK as CR04, a companion quest). However, to do that, I need to add a new dialogue option to the NPC that's occupying the brawl target alias, but since that alias is in CR04 and not in my own quest, I can't use GetIsAliasRef on it. I realize I could simply import the alias into my own quest, then use the condition on that, but in my case, my own quest will already be running from the start of the game, whereas CR04 may start at any point in the game, so I wouldn't know when to import it. Ideally I'd prefer to not touch any vanilla scripts (to avoid issues with future USKP fixes), so setting CR04's quest script to fill an alias in my quest isn't a favorable option. So I guess what I'm looking for, a way to detect when CR04 is started, without doing any edits to CR04. Would that be possible somehow?

Can you edit whatever starts CR04 to message your quest after it starts CR04?

 

 

Good suggestion, that one didn't even cross my mind! There's a topic info just before the player decides to accept or decline the quest, that doesn't have any scripts attached to it. I should be able to put the alias copy code there, avoiding any risky edits to vanilla/USKP scripts. Only problem is that the alias will be copied even if the player ends up rejecting the quest, but that's something I can handle on my end.

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...