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[LE] Is it possible to detect when the player fails a persuasion/intimidation check?


Haravikk

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As the title says, I'm curious whether it's possible to detect in a general way whether the player has failed a persuasion and/or intimidation check?

 

In theory it seems like checking for success wouldn't be too hard as I could override the FavorDialogueScript to add behaviour to Persuade() and Intimidate() functions; not pretty, but it would work, I think.

 

But as far as I can tell the only part in common for failure would be the GetActorValue [Persuasion] and GetIntimidateSuccess conditions that are used to determine success/failure; is it possible for me to hook into these somehow in order to detect failures?

 

Is there some other way to detect possible persuasion failure?

 

What I'm looking for doesn't need to be 100% accurate and reliable in the sense that it doesn't matter if it catches some checks that aren't actually "proper" persuasion/intimidation, however it does ideally need to work with generic persuasion/intimidation, as otherwise I'd have to go through all dialogue for every NPC modifying dialogue topics to make it work, which is not really an option (wouldn't work for NPCs added via mods etc.).

 

So yeah, is there any way to detect it even just some of the time?

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