zazusha Posted September 7, 2013 Share Posted September 7, 2013 Okay, the rundown is: I'm making a quest mod. The quest begins upon looting a specific item from a NPC after completing a vanilla quest. Quest log updates and suggests you talk to a guard. the guard sends you off to continue, etc.. My issue is with adding a topic for all Guard npcs when looting the item. I've read a few quest making guides/tutorials, i have the Quest log update working on looting the item. I've put 'addtopic (topic id)' function in the Result Script for the initial quest stage. I'm wondering if the addtopic function should be in the script for the looted item, but i'm not sure where to put it in the script. the object script for the item looks like this: scn <objectscriptname> begin OnAdd if ( getstage <OldQuestID> == 100)SetStage <NewQuestID> 10endif endif end Also what would be the right conditions to set so that any Town Guards could have the topic? Any advice would be appreciated. Also advice for future methods of adding topics through topics would probably help. The quest will have a number of topics throughout. Link to comment Share on other sites More sharing options...
Lanceor Posted September 7, 2013 Share Posted September 7, 2013 You could out the AddTopic on the item or in the quest update... but there's no harm putting it in both since scripts have occasionally been known to fail when a computer is overloaded. :smile: Without dialogue conditions, ALL NPCs will use the topic once it is added. You'll need to add the Guard Faction as a condition if you want only guards to use the topic. Link to comment Share on other sites More sharing options...
zazusha Posted September 7, 2013 Author Share Posted September 7, 2013 (edited) You could out the AddTopic on the item or in the quest update... but there's no harm putting it in both since scripts have occasionally been known to fail when a computer is overloaded. :smile: Without dialogue conditions, ALL NPCs will use the topic once it is added. You'll need to add the Guard Faction as a condition if you want only guards to use the topic. could u show me where the AddTopic function would go in the example Object script? and would the condition for the guard faction, the imperial legion, be the only condition i would need? or would i have to have GetStage below/above that? Edited September 7, 2013 by zazusha Link to comment Share on other sites More sharing options...
Lanceor Posted September 7, 2013 Share Posted September 7, 2013 The AddTopic can go right next to the SetStage in your script. In the quest update, it will go in the script box of course. For conditions, "IsGuard == 1" should do the trick for what you want. GetStage shouldn't be needed unless your dialogue was stage specific. Link to comment Share on other sites More sharing options...
zazusha Posted September 8, 2013 Author Share Posted September 8, 2013 The AddTopic can go right next to the SetStage in your script. In the quest update, it will go in the script box of course. For conditions, "IsGuard == 1" should do the trick for what you want. GetStage shouldn't be needed unless your dialogue was stage specific.I appreciate the help, but I cant get any new topics to work. not just this Guard Specific one. I've tried adding via Greeting topic, Quest item Script, quest results, dialogue results. and console commands (didn't expect anything to come of that). None of which came back with errors. I'm considering scrapping it and just posting the concept as a Request thread. Because i do like the quest idea. Just seems I lack the mental patience to get it worked out. Link to comment Share on other sites More sharing options...
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