Saxxon91 Posted July 10, 2012 Share Posted July 10, 2012 So i'm working on a companion mod and as a last muinate thing I added a radio that you can use to order him around. I'm trying to make it so that once you pick it up and speak to him then he tells you what it is and how to use it but when i test it out it doesn't work in the game, it just goes onto his normal greeting. At the moment I have it so that it's one of the greeting topics with the conditions: GetIsId Desmond == 1, GetQuestvariable DHCquest bHireable == 1 and GetItemCount DesmondsRadio == 1 (runs on target) I thought this would work but apparently not, so does anyone have any ideas as to what i'm doing wrong? Link to comment Share on other sites More sharing options...
RogerIrrelevant Posted July 10, 2012 Share Posted July 10, 2012 It looks like its finding the first available reply in the info list and saying that. As a test you can try conditioning out the default greeting (just to make sure he says one thing with the radio and another thing when you dont have it). i.e. (Target) GetItemCount DesmondsRadio == 0 A simple solution would be to add a topic to your greeting response - which contains your conditioned (has the radio) reply - maybe with the prompt of 'whats the radio desmond?'. Then when you have the radio, the response from that topic will be available. So you can explore the radio informaion during the course of normal conversation. Link to comment Share on other sites More sharing options...
Saxxon91 Posted July 10, 2012 Author Share Posted July 10, 2012 (edited) That's what I thought it might be because I have the radio topic last on the list of greeting and before it there are four generic greetings. I'll give what you said a go but I think I will have to have the player ask him about it because i'm terribe at getting multiple greetings to work. Edit: Thanks for the help I think i've figured it out now. Edited July 10, 2012 by Saxxon91 Link to comment Share on other sites More sharing options...
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