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How to make dialog trigger at the end of a quest.


bananakillerBRO

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So, I'm making this companion and I want her to have dialog for complementing certain quests, I got it working, to some degree. She says it once the quest in completed, but she'll do this at any given point, for example if I do the quest with her in my party it works fine, but if I load a save where I did it a long time ago she still says it.

 

How do I get her to trigger that dialog once the quest has been completed, and only at that point?

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At the end of your quest, have the quest execute a force greet using StartConversation:

MyNPC.StartConversation player, ForceGreetTopic

 

You'll need to have your NPCs conversation topics and conditions set up so that this will force her to say whatever it is you want her to say. After she says it, set a variable so that she won't say it again as you would any other similar conversation topic.

Edited by madmongo
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So, I'm making this companion and I want her to have dialog for complementing certain quests, I got it working, to some degree. She says it once the quest in completed, but she'll do this at any given point, for example if I do the quest with her in my party it works fine, but if I load a save where I did it a long time ago she still says it.

 

How do I get her to trigger that dialog once the quest has been completed, and only at that point?

 

Where would I want to put this stuff?

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So, I'm making this companion and I want her to have dialog for complementing certain quests, I got it working, to some degree. She says it once the quest in completed, but she'll do this at any given point, for example if I do the quest with her in my party it works fine, but if I load a save where I did it a long time ago she still says it.

 

How do I get her to trigger that dialog once the quest has been completed, and only at that point?

 

Where would I want to put this stuff?

 

 

In the quest script for usual example. You would declare a variable for if your npc had said this line. (example "NPCnameSubject" ) Set it as an "Int" or "short"

To start the variable would == 0 But on the info response "Result Script" (probably the End one)

 

You type this in to the script field ...

 

Set MyQuest NPCVar to 1 ... err can't remember the exact syntax on that ... but basically do that.

 

Then you use that variable value to determine if other things happen.

Edited by Mktavish
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