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tostikaas

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  1. Ah, I went with GetCrosshairRef because it seemed easier on the engine (no goto loops) but what you say makes sense so even if this is true it'll be a small price to pay for reliability. I had no idea GetDialogueTarget existed by the way, very nice. So in case I want to run the script when either the player or the NPC initiates the conversation, should I use something like: if rActor.GetDialogueTarget == player || rActor.GetDialogueSubject == player Anyways, I think I can figure it out from here. Nogmaals bedankt he :wink:
  2. Wow thanks for the quick reply. Actually I also found a similar solution. I figured I could use the GetCrosshairRef function, since the player's crosshair is always focused on the NPC when you exit dialog. MyQuestScript short Dialog Begin GameMode If Player.GetItemCount MyItem < 1 Player.AddItem MyItem 1 Endif End Begin MenuMode 1009 If Dialog != 1 Set Dialog to 1 Endif End MyItemScript ref CurrentRef Begin GameMode If MyQuest.Dialog == 1 Set CurrentRef to GetCrosshairRef MessageBoxEx "You just talked to: %n" CurrentRef Set MyQuest.Dialog to 0 Endif End I tested it and it works. Let's hope it holds up. For instance I'm a bit worried what might happen with talking activators... Thanks again jazzisparis, I will also give GetFirstRef and GetNextRef a try.
  3. I would like to be able to run a script using the reference of the NPC the player is currently in dialog with. I couldn't find a proper function to retrieve this ref. GetActionRef came close but I don't think it's made for a situation like this. Is there maybe a workaround to detect this ref without tinkering with NPC scripts or dialog? I want to be able to retrieve refs of all NPC's in the game, both vanilla and modded, just by interacting with them.
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