jangofett890 Posted July 4, 2016 Share Posted July 4, 2016 I'm trying to get dialogue to reset in the game after a certain amount of time ingame (Whether it be from the wait function or roaming around the commonwealth) however if I attach a Script to said Quest controlling the dialogue that starts a GameTime timer to reset the stage to 10 from 20, (I am starting the timer from a function in the script that I am starting in dialogue fragments via kmyQuest) the Event never fires from either running around for a few minutes in game(I set up a debug notification), or waiting for the amount of time required for the timer to finish. I'm not sure what I am doing wrong? Or if I should do this an entirely different way. Link to comment Share on other sites More sharing options...
timtimman Posted July 7, 2016 Share Posted July 7, 2016 Aliases and quests will automatically cancel all timers when the quest stopsThat might be the issue. But let's see some code! Link to comment Share on other sites More sharing options...
FiftyTifty Posted July 8, 2016 Share Posted July 8, 2016 Aye, we need to see yer Papyrus efforts. Ya might not have a check for yer timer ID, fer example. Link to comment Share on other sites More sharing options...
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