bf4t Posted June 17 Posted June 17 Hello everyone, I am creating a mod for Frea and have designed some dialogue nodes for she, one of the nodes was before entering Apocrypha and after Storn's death. But I found that at this point in time, she seemed to be forced by the script to not be able to have any conversations, apart from her fixed dialogue mourning for her father. I want to know how to make my dialogue interaction usable in this situation.
bf4t Posted June 17 Author Posted June 17 I have set the priority of my quest to 80, original Apocrypha quest is 70. I hope to have a conversation with Frea before entering Apocrypha, but during this time she is completely unable to interact and is only constantly mourning her father. I really really don't want to modify the original task unless it's absolutely necessary.
scorrp10 Posted June 17 Posted June 17 If you refer to "Leave me to mourn my father" one, that dialogue is in quest DLC2MQ00, which is priority 69. The branch is marked Blocking. To have your dialogue take precedence, I believe that: You need to set your quest priority to be higher (> 69) in the 'Quest Data' tab Your dialogue branch should also be checked as 'Blocking'. https://ck.uesp.net/w/index.php?title=Dialogue_Branch&mobileaction=toggle_view_desktop 1
bf4t Posted June 17 Author Posted June 17 1 hour ago, scorrp10 said: If you refer to "Leave me to mourn my father" one, that dialogue is in quest DLC2MQ00, which is priority 69. The branch is marked Blocking. To have your dialogue take precedence, I believe that: You need to set your quest priority to be higher (> 69) in the 'Quest Data' tab Your dialogue branch should also be checked as 'Blocking'. https://ck.uesp.net/w/index.php?title=Dialogue_Branch&mobileaction=toggle_view_desktop Thank you very much! This is effective! The dialogue appeared normally! So, do you suggest that I should do this for all dialogues? If I do so, will it lead to some conflicts?
scorrp10 Posted June 17 Posted June 17 See the linked article. The general idea is that if an NPC has a valid Blocked dialogue branch, the conversation will automatically start with it. If there are several quests with a valid blocked branch for this NPC, the highest priority quest 'wins'. If you have several quests of same priority, or several blocked branches in same quest, the result is basically undefined. If you want a more extensive dialogue tree with Freya, my suggestion would be to have a starting blocking topic, but its 'Link to' followup topics need not be Blocked. So you just populate the 'Link To' list of your blocking branch with the desired top-level topics. 1
bf4t Posted June 17 Author Posted June 17 2 minutes ago, scorrp10 said: See the linked article. The general idea is that if an NPC has a valid Blocked dialogue branch, the conversation will automatically start with it. If there are several quests with a valid blocked branch for this NPC, the highest priority quest 'wins'. If you have several quests of same priority, or several blocked branches in same quest, the result is basically undefined. If you want a more extensive dialogue tree with Freya, my suggestion would be to have a starting blocking topic, but its 'Link to' followup topics need not be Blocked. So you just populate the 'Link To' list of your blocking branch with the desired top-level topics. Thank you for your suggestion!
Qvorvm Posted June 17 Posted June 17 Note that using a blocking dialogue (as Scorrp10 rightly recommends in this case) will make all normal dialogues unavailable for this character. You may want to link to those within your overriding dialogue tree. Sometimes you may also want to make your blocking branch conditional to avoid interfering with normal dialogue when not necessary (like if the npc's original blocking dialogue already is conditional). 1
bf4t Posted June 18 Author Posted June 18 17 hours ago, Qvorvm said: Note that using a blocking dialogue (as Scorrp10 rightly recommends in this case) will make all normal dialogues unavailable for this character. You may want to link to those within your overriding dialogue tree. Sometimes you may also want to make your blocking branch conditional to avoid interfering with normal dialogue when not necessary (like if the npc's original blocking dialogue already is conditional). Thanks, all my dialogues were set with conditions.
gettps Posted June 23 Posted June 23 Doesn't the dialog priority only control where in the list of dialog options the new one appears? It was my understanding that no matter what priority you set, it won't make it not appear, only change where it is on the list. 0=Bottom, 100=top. 1
bf4t Posted June 23 Author Posted June 23 33 minutes ago, gettps said: Doesn't the dialog priority only control where in the list of dialog options the new one appears? It was my understanding that no matter what priority you set, it won't make it not appear, only change where it is on the list. 0=Bottom, 100=top. Thank you for your reply. My statement when writing the post may not be accurate, at that time, I understand "priority" as whether the dialogue can occur or not. As I described, I believe that at this stage, Frea's "priority" regarding the dialogue is higher than mine.
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