EPDGaffney Posted January 17, 2018 Share Posted January 17, 2018 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. Link to comment Share on other sites More sharing options...
EPDGaffney Posted January 17, 2018 Author Share Posted January 17, 2018 (edited) 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 January 18, 2018 by EPDGaffney Link to comment Share on other sites More sharing options...
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