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[LE] Prevent player from exiting dialogue(Like Vanilla Courier).


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Hello everyone. The mod I'm currently working on has many forcegreets, which can cause problems if the player exits the conversation(By problem I mean completely break the mod's quest). a lot of mods have a similar issue, and I could just warn players not to exit conversations, but I'd prefer to find a fix if possible rather than making players play a certain way.

 

I realized a bit after that the Vanilla Courier has a similar function, when clicking Esc, it simply progresses the conversation instead of exiting, does anyone know how this can be replicated?

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I'm not at a computer to check it right now, but I think they use a walk away trigger. So when you "walk away", aka hit escape, tab, whatever, it runs that topic choice.

 

Edit: Friend of mine tells me that's not it. Though that may be of some use. You could at least capture the walk away and run a fragment on another topic. Maybe to rescue the broken quest and do something at that point. Or fire back up another force greet.

Edited by BigAndFlabby
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You can disable the player keyboard activity in a quest fragment before the dialogue takes place then re-enable the activity at the end of the dialogue - Game.DisablePlayerControls(parameters etc) . Unfortunatetly I can't remember offhand what the parameters are but you set them to true or false. You will have to look up the commands.

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I'm not at a computer to check it right now, but I think they use a walk away trigger. So when you "walk away", aka hit escape, tab, whatever, it runs that topic choice.

 

Edit: Friend of mine tells me that's not it. Though that may be of some use. You could at least capture the walk away and run a fragment on another topic. Maybe to rescue the broken quest and do something at that point. Or fire back up another force greet.

 

That might work, I could make the forcegreet stage repeatable and maybe try to rerun it? I'll have to give that a try tomorrow.

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