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What's the script that removes addictions?


Jimmitheking

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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 by Jimmitheking
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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.

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