PrettyMurky Posted May 7, 2011 Share Posted May 7, 2011 I'm working on a mod to replace the persuasion minigame, bringing it into gamemode. Does anyone know how I can get rid of the minigame, either by removing the little icon for it from the conversations menu, or any other means? Thanks in Advance,PM Link to comment Share on other sites More sharing options...
ub3rman123 Posted May 7, 2011 Share Posted May 7, 2011 Well, you can get rid of it by going to every NPC in the game and checking the box that says "No Persuasion"... But that's not very efficient. Link to comment Share on other sites More sharing options...
fg109 Posted May 7, 2011 Share Posted May 7, 2011 OBSE has a SetNoPersuasion command. I'm sure you could rig a script that checks if NPCs have the No Persuasion flag set, and to apply it if they don't. Link to comment Share on other sites More sharing options...
PrettyMurky Posted May 7, 2011 Author Share Posted May 7, 2011 I'm already making use of the HasNoPersuasion flag. The first time that the player tries to persuade an NPC, it checks for the flag, and is it's not set, it adds the player to a faction, and sets the flag. Whereas if they have the flag set (& aren't in the faction), it tells the player that they can't be persuaded. The only problem with this is that if the player talks to an NPC before they have first tried to persuade them, the option for the minigame is available. Link to comment Share on other sites More sharing options...
fg109 Posted May 7, 2011 Share Posted May 7, 2011 Make a quest with this as the quest script: scn example ref tempref Begin GameMode let tempref := GetFirstRef 35 while (tempref) if (tempref.HasNoPersuasion == 0) tempref.SetNoPersuasion 1 endif let tempref := GetNextRef loop End Link to comment Share on other sites More sharing options...
PrettyMurky Posted May 7, 2011 Author Share Posted May 7, 2011 Perfect! Once again fg109 is the man with the knowhow! My mod is now one step nearer to completion. Link to comment Share on other sites More sharing options...
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