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How to start a doctor scene after certain dialogue?


TWarrior

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I checked the original doctor dialogue quest but did not get any info out of it. so how do i start the doctor scene as soon as i pressed a dialogue option in my dialogue tree?

 

edit: dang, wrong forum. this is supposed to go into the "creation kit and modders" forum.

Edited by TWarrior
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  • 2 weeks later...

I found it out in case anyone ever needs to google it or search the forums for it !

 

first go into the quest DialogueGenericDoctors, go to scripts, rightclick on generic doctor script and open the source code. now copy all the code.

now go to your own quest, go to scripts, add a new one with an ID that is unique and that you can remember. close the properties window that pops up. now rightclick edit source and copy the source code from the script. build the script and save it. close the window. now open properties and press auto fill. it should fill 17 properties. now go to scenes and select the dialogue after which you want the animation to play. under the scripts section enable "run fragment" in the "on end" section. under kmyquest select your doctorscript you copied and add "kmyquest.StartMedical(akSpeaker, 0)" in the field under it for health, kmyquest.StartMedical(akSpeaker, 1) for rads and kmyquest.StartMedical(akSpeaker, 2) for addiction. for addiciton add the condition "hasmagiceffectkeyword" with the keyword "addictioneffect" ==1 and check run "on player".

 

and that's it!

Edited by TWarrior
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The doctor dialogue and the script that handles what they do is located in the scripts and scenes attached to the "DialogueGenericDoctors" quest.

 

Bethesda devs usually create the dialogue for groups of NPCs that perform the same service function (vendor, doctor, etc) in a single quest by type of function. There are exceptions to that, of course, but the dialogue quests are a good place to start the search.

 

ninja'd by OP

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