SuperQuail Posted September 11, 2017 Share Posted September 11, 2017 Hello everyone. This is a quick question about Morrowind dialogue. I'm creating a mod that adds a tavern with a rent-able room. Would it be better for me to handle the renting of the room through a new topic (e.g. rent room) instead of adding to the existing 'beds' topic? I understand that creating new dialogue in an existing topic can cause problems with mods that alter the same topic, such as LGNPCs. Thanks Link to comment Share on other sites More sharing options...
abot Posted September 12, 2017 Share Posted September 12, 2017 (edited) Use the standard beds topic. Standards when implemented are good. To do a proper job, you will have to make a new global short variable (e.g. Rent_my_tavern) and filter the bed access properly in dialog and using a local script attached to your publican NPC (templates for this are already present, take a look at how this is implemented e.g. in Tribunal.esm using the Rent_MH_Guar global variable and script HessionScript) Edited September 12, 2017 by abot Link to comment Share on other sites More sharing options...
SuperQuail Posted September 12, 2017 Author Share Posted September 12, 2017 Thanks. I'm OK with using a global variable and local script, it's literally just the dialogue that confuses me so much. Does it matter where in the 'beds' topic I add my NPC's responses (i.e. above or below existing responses)? The CS seems to mark the responses next to yours at changed even though they aren't. Does this matter? Link to comment Share on other sites More sharing options...
abot Posted September 20, 2017 Share Posted September 20, 2017 (edited) Thanks. I'm OK with using a global variable and local script, it's literally just the dialogue that confuses me so much.there are several dialog tuorials around, but the gist of it is: first INFO line whose filters condition are all verified as true is executed, lines below are skipped so basically order is do option 1 do option 2 ask if you want option 1 or option 2 which is reversed to what happens in game The lines change before/after the current line is because dialog is stored as a doubly linked list, they are not really needed as the engine can make them on the fly but only TESTool cleans them automatically Edited September 20, 2017 by abot Link to comment Share on other sites More sharing options...
SuperQuail Posted September 21, 2017 Author Share Posted September 21, 2017 Yeah, I've been looking at that guide already.Thanks for responding. Link to comment Share on other sites More sharing options...
RubberMan01 Posted September 23, 2017 Share Posted September 23, 2017 Looking at Abot's advice which is spot on I only have one thing to add. When you make a new global variable add your initials to the start of it i.e. RM_variable_name Cuts down the change of it being overwritten by another mod. Especially if you use common wording as your variable i.e. wait Link to comment Share on other sites More sharing options...
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