onspey Posted March 28, 2019 Share Posted March 28, 2019 I have a quest with a dialogue sequence, where the actor, to which the player is talking, changes from normal clothing into armor. This is done via a papyrus fragment, using Actor.UnequipItem(...) and Actor.EquipItem(...). Dialogue works fine and the actor unequips/equips clothing/armor as expected. BUT, instead of then continuing to the linked topic, the dialogue breaks off with the generic goodbye. This happens with UnequipItem alone, too. I also tried RemoveItem, which had the same effect. Without any UnequipItem/EquipItem, the sequence continues as expected. Is this the expected behavior? I there a way to prevent this? I'd like to avoid having the player to manually initiate dialogue again. Is there perhaps another way? Thanks! Link to comment Share on other sites More sharing options...
IsharaMeradin Posted March 28, 2019 Share Posted March 28, 2019 I suppose you could condition things so that when the actor is to switch gears that they will "goodbye" with something along the lines of "let me swap gear". Then once that is done, have the actor force greet the player to continue the conversation. Only thing I can think of. How to do it? No idea. Link to comment Share on other sites More sharing options...
onspey Posted March 28, 2019 Author Share Posted March 28, 2019 Thanks for your thoughts, Ishara. I did some more experiments. Here is what I finally figured out: All hinges on the ClothingBody keyword, if you believe it. The moment the actor is no longer wearing any armor/clothing piece with a ClothingBody keyword, dialogue is canceled. Why this should happen, I have no idea. The armor I tried to have the actor equip did not have this keyword. Adding it, solved the issue. Link to comment Share on other sites More sharing options...
onspey Posted April 25, 2019 Author Share Posted April 25, 2019 (edited) Just to clean up my stupidity, here: The problem was in fact NOT the keyword, but rather the quest dialogue conditions, which checked for the presence of this particular keyword. I just wasn't aware that these conditions are enforced throughout the dialogue chain, not just at the beginning. The moment whatever dialogue conditions solve to false, dialogue is canceled. Edited April 25, 2019 by onspey Link to comment Share on other sites More sharing options...
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