thecakeThiefMods Posted July 20, 2017 Share Posted July 20, 2017 Hello! I've been having issues with creating follower dialogue for a mod I am creating. I do not want to edit the follower quests that come with the game, to have better compatibility with other mods. If anyone here is able to tell me a great method of getting unique follower dialogue to work without editing DialogueFavorGeneric (and others), it would be much appreciated. Second of all, I do not know why it isn't working, but I am trying to get a quest scene to trigger upon dialogue completion. "Speak to NPC > NPC walks to place > NPC talks to other NPC" I have done it before but since lost the knowledge. Any help would be appreciated. Thank you! Link to comment Share on other sites More sharing options...
Tasheni Posted July 20, 2017 Share Posted July 20, 2017 Look here: http://skyrimmw.weebly.com/skyrim-modding/making-dialogue-scenes-skyrim-modding-tutorial-by-jac Link to comment Share on other sites More sharing options...
thecakeThiefMods Posted July 20, 2017 Author Share Posted July 20, 2017 Look here: http://skyrimmw.weebly.com/skyrim-modding/making-dialogue-scenes-skyrim-modding-tutorial-by-jacThat's one of my problems solved. Thanks a lot, Tasheni! Link to comment Share on other sites More sharing options...
Tasheni Posted July 20, 2017 Share Posted July 20, 2017 Second of all, I do not know why it isn't working, but I am trying to get a quest scene to trigger upon dialogue completion. "Speak to NPC > NPC walks to place > NPC talks to other NPC"Attach a script at the end of the dialogue with quest property and scene property and simply use MyQuest.Start() and MYScene.Start() Link to comment Share on other sites More sharing options...
thecakeThiefMods Posted July 20, 2017 Author Share Posted July 20, 2017 Second of all, I do not know why it isn't working, but I am trying to get a quest scene to trigger upon dialogue completion. "Speak to NPC > NPC walks to place > NPC talks to other NPC"Attach a script at the end of the dialogue with quest property and scene property and simply use MyQuest.Start() and MYScene.Start() Hmm. It doesn't seem to work. I've attached the script to dialogue and set up all the aliases, refs, and properties that should be needed. Link to comment Share on other sites More sharing options...
Tasheni Posted July 21, 2017 Share Posted July 21, 2017 (edited) Use Debug.Notification("Quest started") in your script to see in game if the quest starts.Use no conditions in your scene but GetIsID. Uncheck the box Start enabled in the first tab of your quest.Have you set up the aliases correct? You need the two npcs as Unique actors.In the scene tab make as much as phases as you need. Example: First phase: actor 1 speaks. Second phase: travel package to actor 2. Third phase: actor 2 is speaking and has a package travel to self radius 0, because he will move somewhere instead of waiting. Fourth phase: actor 1 is speaking and has a travel package to self with radius 0 because he will move away while speaking.Check the box in scene tab Stop quest after playing.You need to record your dialogue and set the subtitles for it, otherwise nothing will happen in the scene. Look in ck for vanilla scenes or use an individual companion mod and study how it is setup there. Edited July 21, 2017 by Tasheni Link to comment Share on other sites More sharing options...
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