Polyfemus Posted September 26, 2013 Share Posted September 26, 2013 Just as the title says I just want to know how to make quest variables appear in dialogue. For the project I'm working on I make heavy use of the randomizer feature and I want parts of some dialogues to reflect that. In my particular context there are NPCs that will ask for an "x" number of a certain product when they talk to you. I think the way it's done for the player's name is like %playername% or something like that so I just need to know the equivalent for quest variables. Link to comment Share on other sites More sharing options...
luthienanarion Posted October 2, 2013 Share Posted October 2, 2013 (edited) There is no way to insert variables into dialogue. If you have a limited range of values, you can create a separate line for each value and set a condition for each line to check the quest variable's value. Edited October 2, 2013 by luthienanarion Link to comment Share on other sites More sharing options...
Polyfemus Posted October 4, 2013 Author Share Posted October 4, 2013 Yeah I figured as much. So yeah in the meanwhile I was doing what you're saying. Thanks anyway! :) Link to comment Share on other sites More sharing options...
blove Posted October 4, 2013 Share Posted October 4, 2013 Maybe, and I am saying maybe because I have not done so, you could use NVSE and MessageBoxEX. Drop out of dialogue, MessageBoxEX, then back in to dialogue. Or perhaps just pop MessageBoxEX over the dialogue, might look bad though. Link to comment Share on other sites More sharing options...
Polyfemus Posted October 5, 2013 Author Share Posted October 5, 2013 I'm not really comfortable using the NVSE functions if only because I'm not confident with my ability to use them. Also because I can't find as much documentation on the functions. But anyways I'm comfortable with the way I'm doing things now. Thanks though. Maybe I'll experiment with that function later cause to be honest I don't know what it does. :P Link to comment Share on other sites More sharing options...
blove Posted October 5, 2013 Share Posted October 5, 2013 MessageBoxEx That is the Oblivion Construction Set Wiki entry. You are right about documentation, not all of the OBSE options for the function got ported to NVSE. Link to comment Share on other sites More sharing options...
Gribbleshnibit8 Posted October 5, 2013 Share Posted October 5, 2013 Actually, MessageBoxEX did get all the options, just we don't have as many format specifiers as Oblivion got. I went and documented as many of the NVSE functions as I could find here. I keep it up to date as much as possible, and make corrections when I see mistakes, so it's always getting updated and fixed and having more info added. Link to comment Share on other sites More sharing options...
blove Posted October 5, 2013 Share Posted October 5, 2013 Ahh, nice doc! That made my MHT folder. Link to comment Share on other sites More sharing options...
Polyfemus Posted October 5, 2013 Author Share Posted October 5, 2013 Wow. Thanks for the documentation Gribbleshnibit8! This will be very helpful for if I later make a mod with NVSE functions. Favorite'd! Thanks for all the replies guys. Link to comment Share on other sites More sharing options...
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