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Quest Dialogue


Razakel

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I've tried, oh how I've tried...it's not the conditions that aren't working, it just won't get added to the NPC. Am I supposed to be doing it directly from the NPC edit window? Because right click, any click, won't work. I've tried dragging it into it...help me I'm so lost:(

 

 

I generally do it from the Quest window Topics tab.

 

Select your quest, select Topics tab, right click in the list window on left hand side (to the right of the quests list) and select Add Topic. This brings up a Select Topic window with a list of existing topics in it. Right click on that list of existing topics and select "New", then type the name of your new topic. Hit enter and that will add it to the list of topics and then add it to your quest topics.

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You will need to attach a script to your quest so that it will show in the dialogue list when speaking to her.

Lets say the topic you have created is called aaaBuyRing and the condition of the topic is set for only the shop owner to speak, open the script section and make sure quest is selected ( not object or magick ).

 

scn aaaBuyRingQuest

 

short doOnce

 

begin gamemode

 

if doOnce == 0

player.addtopic aaaBuyRing

set doOnce to 1

endif

 

end

 

Now attach this to your quest.

Now the topic will be added to the player, but will only show on the shopkeeper if the conditions are set right.

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I guess I'm not communicating it well. I've done all of the things that I THINK I'm supposed to do, making the NPC and the queststage conditions of the topic were the first things I did. But no matter what I do she does not get the topic when the quest stage hits the right point. Here's a screenshot, maybe that will help someone figure out where I'm going wrong.

 

http://i858.photobucket.com/albums/ab145/JNCJNC/th_PostOfficeTalk.jpg

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You will need to attach a script to your quest so that it will show in the dialogue list when speaking to her.

Lets say the topic you have created is called aaaBuyRing and the condition of the topic is set for only the shop owner to speak, open the script section and make sure quest is selected ( not object or magick ).

 

scn aaaBuyRingQuest

 

short doOnce

 

begin gamemode

 

if doOnce == 0

player.addtopic aaaBuyRing

set doOnce to 1

endif

 

end

 

Now attach this to your quest.

Now the topic will be added to the player, but will only show on the shopkeeper if the conditions are set right.

 

 

Thanks I'll try that now, I had thought I might need to write a script for it, but all of the other quests I looked at didn't so I assumed there must be another way.

 

Just tried that, she still doesn't have the topic.

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Thanks I'll try that now, I had thought I might need to write a script for it, but all of the other quests I looked at didn't so I assumed there must be another way.

 

Just tried that, she still doesn't have the topic.

 

Try going to talk to her when you think that she should have the Topic and then check the quest stage from the console to verify. Maybe that would shed some light on the subject...

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I've done that, each time I add something new I check it in game to make sure it's all as it should be. Quest stage is 20, she won't sell me a damn post box:(

 

Is your mod the only one that you are running? Or is it possible you have another mod that is changing her dialog again after you do?

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Ive tested it with my mod as the only active one, still no dice.

 

I dunno, I'll try messing about with it for a bit more, if I can't get it to work I'm just going to scrap this bit and advance the questline in another way

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Sometimes if you have already met a person, then make changes, they dont show. You need to have a clean save before the quest has started.

For example I am working on a mod giving an Argonian maid Dialogue...I know that if I meet her then dont like what she says or want to add another topic, then these wont show unless I load a save before starting the quest. thats a pain for testing, but the only way to do it.

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Yeah, I've tried that too. It's got to be some really small and obvious thing I've overlooked. In an hour I'll give up on this bit and rework the quest around it and in two days it'll finally dawn on me what I was doing wrong:P Oh well, thanks the help everyone:)
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