Jimmitheking Posted November 2, 2014 Share Posted November 2, 2014 (edited) Hi!I'm making a doctor companion and, while i managed to get his basic companion stuff working, i can't make his doctor dialogue appear in-game.I've made generic doctor topics in his dialogues using the vanilla doctor topics, and made them top-level, but they still won't show up. I'm not sure if i have to do something to actually make him a doctor, like with a class or ai package or something, in order for the doctoring topics to show up, so it'd be nice if someone could clear it out for me. EDIT: I added my npc to the doctorsdialoguefaction, he's got generic doctor dialogue now (i'm sure i can easily make it so he has his own), but there's nothing for addiction.Seems i'm not so lucky with that, lol. So back to the basic question; how can i make it so my npc has doctor's dialogue of his own, INCLUDING addiction curing dialogues? Thanks! Edited November 3, 2014 by Jimmitheking Link to comment Share on other sites More sharing options...
Hemingway308 Posted November 4, 2014 Share Posted November 4, 2014 I made a mod that changed the addiction mechanics a while ago, checking TESsnip, I believe the script the doctors call to cure addictions is: AddictionRemovalEffectSCRIPT Its an effect script so it will be attached to a base effect and probably that to a spell. Check the use info on that script to find its parent base effect, and check the use info on that to find its parent spell is- checking use info is very useful to figure out the GECK. Then you just add 'PlayerREF.CIOS ThatSpell' to a dialog result script. Link to comment Share on other sites More sharing options...
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