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I Need the Command Opposite of "AddTopic"


David Brasher

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My mod has scores of lines of dialog and many branching dialog trees. It is hard to work within the constrains of the CS dialog system. Sometimes I can't make topics go away when I am done having NPCs talk about them. AddTopic can bring new topics into the mix. What command can I use to get rid of a topic which I am done with, if it won't go away on it's own? Alternately, what are some conditions which I can bring into being which will make topics go away. (I have not caught on to the pattern yet.)
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My mod has scores of lines of dialog and many branching dialog trees. It is hard to work within the constrains of the CS dialog system. Sometimes I can't make topics go away when I am done having NPCs talk about them. AddTopic can bring new topics into the mix. What command can I use to get rid of a topic which I am done with, if it won't go away on it's own? Alternately, what are some conditions which I can bring into being which will make topics go away. (I have not caught on to the pattern yet.)

Either use the say once flag for dialogues you don't want repeated (as this will cause that topic to no longer be available from that NPC), or use some controlling variables within a quest script as conditions for deciding when dialogues are or are not available. If anything within the conditions does not match, the dialogue will not be available. If all dialogues for a topic are not available, that topic will not get shown. So, setup conditions within each dialogue that point to things which also exist at the time that you want that dialogue to be available. Quest stages without journal entries work well for this if your quest is linear.

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