icecreamassassin Posted August 8, 2011 Share Posted August 8, 2011 Ok... so I have been creating custom greetings in the "generic" quest topic GREETING category which are spoken by specific NPC's under various conditions. I then removed the generic random greetings by adding a condition to the GREETING random greeting text options as "GetIsID" and setting it to the NPC and returning as false (so as long as it's not that NPC< the random option is possible for the character) problem is now, and I just noticed this, other NPC's are returning I HAVE NO GREETING errors in game and I can't figure out where the problem is. I've even removed the conditions from the generic greetings to test it, but they still don't show under the NPC's filtyered dialog options. What else should I check? Link to comment Share on other sites More sharing options...
icecreamassassin Posted August 8, 2011 Author Share Posted August 8, 2011 Oh nevermind I figured it out. somehow I must have stuck the NPC requirement condition on the base generic quest instead of just in the individual topics :P all fixed Link to comment Share on other sites More sharing options...
PrettyMurky Posted August 8, 2011 Share Posted August 8, 2011 Just so you know: You don't need to (and perhaps shouldnt) edit the 'generic' quest. If you make your own quest, and add the 'GREETING' topic to it, and then set the priority of your quest to be higher than that of 'generic', then it should work as intended. Editing 'generic' might have undesired effects, or could undo, or be undone, by another mod that messes with it. Link to comment Share on other sites More sharing options...
icecreamassassin Posted August 9, 2011 Author Share Posted August 9, 2011 if I do use a separate quest to handle all my new NPC generic greetings it works to just set the quest with no stages and to flag it as active at the start of the game and have repeat conversation topics? I never really thought about that. Yeah that might work to keep it cleaner. So far I haven't had any issues with conflicts (other than that inadvertent mistake on my part) so I think I may leave it be for now until some other folks beta test the mod and see if it has any issues with other mods they commonly use. Thanks for the suggestion though I'll keep it in mind moving forward Link to comment Share on other sites More sharing options...
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