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Compatibility when modding vanilla dialogue?


EPDGaffney

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I did do a search, so I apologise if this is an old question. Actually, I thought I had already asked it, but I don't see it anywhere.

 

So, I would like to understand what counts as one record exactly, so that I can modify vanilla dialogue to some degree but without ever conflicting with another mod or for example making an entire vanilla quest become part of my mod when it's 99% identical to master.

 

Fortunately, the only thing I absolutely need to do right now is to add a single line to Arcade's top level, which I know how to do without producing a conflict. However, in my ideal world, this line would only appear after you've learnt something about him via conversation. The standard way to make this happen is to add a result script to the already extant line of dialogue in the vanilla quest. What are the worst repurcussions this could have, and is there a conflict-free workaround?

 

Cheers.

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Edit 2: Actually, I'd really like to know what we know about adding new lines to existing quests, or linking new topics to preëxisting ones, and stuff like that. To be clear, I know how to do all this; I just want to know about compatibility and mod conflicts. Thanks.

 

 

 

 

SetOnDialogTopicEventHandler was what I wanted. Worked perfectly. Well, after I realised it was prudent to follow the skeleton script provided exactly as it was written, despite the fact that I didn't need to reference the topic again or the actor at any point.

 

I made a new quest that had my line of dialogue at the top level and had a variable that I used SetOnDialogTopicEventHandler to set once Arcade said his line, and then the line of dialogue I had added was using that variable as one of its conditions.

 

Edit: Oops. Thought I was editing, not bumping.

Edited by EPDGaffney
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