FiftyTifty Posted February 2, 2023 Share Posted February 2, 2023 It's been a good number of years since I last worked on Fallout 4 dialogue, and I've forgotten a lot of stuff. So bear with me here. How would I override/replace a scene, without directly modifying the WorkshopParent quest? I want to do something very simple; rather than just opening up a settler's inventory when activating them, I want to make it a dialogue choice: 1. Trade, 2. Goodbye A small and simple starting point. I'll be using XDI for this scene, as I will be adding a few more choices once I figure this out. I vaguely remember being able to create a quest that inherits from Workshop Parent, getting access to the scripts, aliases, and other data while keeping it self contained. But I haven't the foggiest on how I did that six years ago. Link to comment Share on other sites More sharing options...
SKKmods Posted February 2, 2023 Share Posted February 2, 2023 All you need is have a quest that is a HIGHER PRIORITY than WorkshopParent / DialogFarmGeneric / Whatever with TopicInfo conditions that include settlers and your good to go. Link to comment Share on other sites More sharing options...
hereami Posted February 7, 2023 Share Posted February 7, 2023 (edited) Not sure if much relevant, but DLC use Partial Form flag on Quests, when adding or updating topics, although not always (and why?). These have all data stripped, but always keep VMAD as override for some reason, even if don't introduce changes. It's unclear, if that's a strict requirement to keep VMAD or not.Also entries like "Children of" may appear when editing dialogues, but i don't remember why and how. They're apart of quest record itself. For example [01] DLCRobot.esm (D69027EA) \ Quest \ Children of 00022A07 , overrides a scene without overriding parent Quest. Not sure if that's something specific to XEdit functionality or not. Edited February 7, 2023 by hereami Link to comment Share on other sites More sharing options...
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