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Talking Activators trouble


Gyrosash

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I am currently making a mod in which the player must receive instructions from an intercom. I have set up the Talking Activator, named it and set up the dialog in the quest window as necessary. The first issue I had was actually activating the intercom, the game doesn't recognize it as activate-able. In order to get around this I set up a trigger box in front of the intercom that automatically activates it when the player walks in front of it.

In order to facilitate the dialogue, I set up an NPC while following instructions on a tutorial (http://geck.bethsoft.com/index.php/Creating_a_new_vendor). The issue I'm having now is the intercom is defaulting. When activated, it greets the player and only gives the option to say "Goodbye". However at the same time, the NPC (located in the same room) functions perfectly, going through all of the dialogue I had set up. I figure this is rooted in my corner cutting, but I can't find any other way to accomplish this. Any insight into this issue would be greatly appreciated.

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