RandomAvatarFan Posted February 16, 2018 Share Posted February 16, 2018 I've found tutorials, and some mention that scripts can be added into the results box of dialogue, which I would like to take advantage of. My plan is to have a certain area of a dungeon be opened up once the player gets the quest, something similar to the opening up of the cave-in underneath Mournhold during Tribunal. So I thought adding a script to the result box to disable the object blocking the path would be a simple way to make it happen. Put it at the same time the journal entry is added, just a single line object_ID->disable or something like that underneath the Journal entry addition. But I dug through Tribunal to see a model of how it worked with the cave-in, and it turns out that the rocks don't get disabled during the dialogue, but a script is attached directly to the rocks to check for the journal entry before disabling. Would my original plan have even worked? What kinds of scripts are appropiate for dialogue versus object scripts? Link to comment Share on other sites More sharing options...
ZWolol Posted February 16, 2018 Share Posted February 16, 2018 object_ID->disable in the dialog works only with unique objects A script attached to an object allows you to work with non-unique objects Link to comment Share on other sites More sharing options...
abot Posted February 18, 2018 Share Posted February 18, 2018 Both methods may work, but IMO if possible 1. a new local script attached to the new (e.g. myNewId) object(s) to disable, checking for e.g. a journal index is safer/more compatible through mod references edits/loading order changes than 2. enabling/disabling e.g. a (new) persistent unique static wall with e.g. myUniquePersistenRefId->disable command Link to comment Share on other sites More sharing options...
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