SlyraksL Posted July 16 Share Posted July 16 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? Link to comment Share on other sites More sharing options...
PeterMartyr Posted July 17 Share Posted July 17 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. Link to comment Share on other sites More sharing options...
SlyraksL Posted July 17 Author Share Posted July 17 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 Link to comment Share on other sites More sharing options...
Recommended Posts