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Is there any problem in using only one script to multiple dialogue Topics?


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Some Dialogues use different scripts for each Dialog Topic that literally do the same thing, but they are marked as Hidden

Is there any problem in removing this "Hidden" and use only one script to multiple Dialogue Topics and Prompts?

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You can use one script, but it not as easy as you think, and may cause problem further down, and I will say no more, play with it, if you must

About "Hidden" ?? here one of mine let discuss it 

;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment
;NEXT FRAGMENT INDEX 1
Scriptname Poup_TIF__GetPlayerHorse Extends TopicInfo Hidden

;BEGIN FRAGMENT Fragment_0
Function Fragment_0(ObjectReference akSpeakerRef)
Actor akSpeaker = akSpeakerRef as Actor
;BEGIN CODE
(GetOwningQuest() as PoupGenericDialogueScript).GetPlayerHorse(akSpeaker)
;END CODE
EndFunction
;END FRAGMENT

;END FRAGMENT CODE - Do not edit anything between this and the begin comment

Hidden means it is hidden from the Creation Kit, and it not safe to remove, since it contains the fragment

(GetOwningQuest() as PoupGenericDialogueScript).GetPlayerHorse(akSpeaker)

deleting the script 

Poup_TIF__GetPlayerHorse.psc

deletes the fragment too. (in the kit, if the pex is there? it is still in the game) delete both, and it is gone in both.  Hiding specialised scripts from the kit is just clutter management to keep it neat and tidy, when searching for usable scripts

Bottom line managing fragment scripts, renaming them, deleting dialogue, packages etc etc requires psc and pex housekeeping 🙂  Just make sure it is not attached to anything.

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22 minutes ago, PeterMartyr said:

You can use one script, but it not as easy as you think, and may cause problem further down, and I will say no more, play with it, if you must

About "Hidden" ?? here one of mine let discuss it 

;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment
;NEXT FRAGMENT INDEX 1
Scriptname Poup_TIF__GetPlayerHorse Extends TopicInfo Hidden

;BEGIN FRAGMENT Fragment_0
Function Fragment_0(ObjectReference akSpeakerRef)
Actor akSpeaker = akSpeakerRef as Actor
;BEGIN CODE
(GetOwningQuest() as PoupGenericDialogueScript).GetPlayerHorse(akSpeaker)
;END CODE
EndFunction
;END FRAGMENT

;END FRAGMENT CODE - Do not edit anything between this and the begin comment

Hidden means it is hidden from the Creation Kit, and it not safe to remove, since it contains the fragment

(GetOwningQuest() as PoupGenericDialogueScript).GetPlayerHorse(akSpeaker)

deleting the script 

Poup_TIF__GetPlayerHorse.psc

deletes the fragment too. (in the kit, if the pex is there? it is still in the game) delete both, and it is gone in both.  Hiding specialised scripts from the kit is just clutter management to keep it neat and tidy, when searching for usable scripts

Bottom line managing fragment scripts, renaming them, deleting dialogue, packages etc etc requires psc and pex housekeeping 🙂  Just make sure it is not attached to anything.

Thanks again

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