dietplums Posted October 13, 2022 Share Posted October 13, 2022 I want to make my npc turn hostile when the player selects an option from the dialogue phase. i have tried setting it up so that one of the options leads to a quest stage (10), in that stage papyrus i have put npc.AddToFaction(playerenemy), i have added the properties for the faction and the npc to the stage script fragment. i copied the playerenemy faction template for my custom faction template which is the same. This has not worked and i am kind of lost on what to do. thank you. Link to comment Share on other sites More sharing options...
dietplums Posted October 13, 2022 Author Share Posted October 13, 2022 my bad, figured it out. all i had to do was add npc.StartCombat(Game.GetPlayer()) to the quest stage script and add the npc to the properties. thank you. Link to comment Share on other sites More sharing options...
LarannKiar Posted October 13, 2022 Share Posted October 13, 2022 my bad, figured it out. all i had to do was add npc.StartCombat(Game.GetPlayer()) to the quest stage script and add the npc to the properties. thank you. If it's a dialogue line (Topic Info) and you don't mind adding a Topic Info Script / Script Fragment to your mod: You can also attach a Topic Info Script: Scriptname YOURSCRIPTNAME extends TopicInfo Const Event OnEnd(ObjectReference akSpeakerRef, bool abHasBeenSaid) ; Event sent when akSpeakerRef finishes a Response Text. (akSpeakerRef as Actor).StartCombat((akSpeakerRef as Actor).GetDialogueTarget()) EndEvent Or a Topic Info Script Fragment: (akSpeakerRef as Actor).StartCombat((akSpeakerRef as Actor).GetDialogueTarget()) to the Topic Info. Link to comment Share on other sites More sharing options...
Recommended Posts