llego Posted November 4, 2010 Share Posted November 4, 2010 Searched the nexus with keywords 'dialogue', 'conversation' and 'hint' to no avail.Basically, this is the first thing that comes to mind when playing the game - it would be way more awesome without having those easymode skill check markers in conversations. If this is possible, it would also be cool to mix in the response that is triggered by a skill check with the other responses, so that the 'special' response is not always on top. I assume that this has not been done yet only because it cannot be done by a single change to the game - does each dialogue have to be edited separately?No harm in asking anyway, i guess Link to comment Share on other sites More sharing options...
magnanimousmudd Posted November 4, 2010 Share Posted November 4, 2010 As far as I know though, its not like FO3. In that regardless, if you don't have the right amount of points, IT WILL NOT WORK.So I personally don't find this a good idea. Link to comment Share on other sites More sharing options...
llego Posted November 4, 2010 Author Share Posted November 4, 2010 Sorry , i probably didn't explain this properly.I do not want the skill check itself removed - i only suggest to get rid of the tooltips.i.e. if i have enough speech and a special dialogue option appears because of it, i do not want to know that this option is based on a skill check (and will probably allow to finish the quest nice and easy). Same for the opposite case, if i don't have enough skill to pass a check i don't want to see the requirement so i can just quit the conversation and read a journal or return later Link to comment Share on other sites More sharing options...
WuphonsReach Posted November 4, 2010 Share Posted November 4, 2010 Look through the quest dialogs, I'm betting that you'll find that information in the message strings. Except from glancing through the quest entries, I think it's hardcoded into the executable. Link to comment Share on other sites More sharing options...
llego Posted November 5, 2010 Author Share Posted November 5, 2010 Looked into it in geck, and the prefixes are not explicitly written in the dialogue topics. Looks like they are added automatically when a topic appears after a skill/attribute check. The only thing that IS written in the message strings, is the [sUCCEEDED]/[FAILED] prefix (so the way get rid of it it to export all dialogue strings, run search/replace, and import them into the mod)Maybe someone with a good modding experience can help me here? Is this mechanism of automatically adding prefixes to dialogue topics moddable? If so, how can it be changed? Link to comment Share on other sites More sharing options...
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