Darkfirebird Posted August 31, 2012 Share Posted August 31, 2012 Currently been working on a way to use alias' in quests to change based on stage. Though even calling it alone ( Quest for my test was TestQuest, alias was TestAlias ( no conditions aside Stores Text, Optional ) . Message used TestQuest as owner and used <Alias=TestAlias> and also <Alias=Alias_TestAlias> both using a test message titled TEST. Result was [...] regardless. Possible to use a simpler way to add a small text change through alias? Example->This is a <Alias=MainAlias>. MainAlias changes to Alias1 at stage 1, Alias2 at stage 2, etc. Spent about 2 days figuring it out and no luck on it. Any assistance is helpful. Link to comment Share on other sites More sharing options...
Mujuro Posted September 3, 2012 Share Posted September 3, 2012 If I'm understanding your question accurately, you should be able to accomplish that by having a ReferenceAlias set up for each change. I'm assuming that you're getting the correct text replacement on your basic alias. Also, have you verified the aliases are being filled properly? Link to comment Share on other sites More sharing options...
Darkfirebird Posted September 4, 2012 Author Share Posted September 4, 2012 I have checked multiple times. Sometimes the message gives a [...] even if the base alias has a default name. Perhaps I am doing something wrong when I used <Alias=%> ( Where % is the Alias ID ). Though I have tried different settings. I dropped the idea for now. ( Unsure if it requires a proper ref to work at that if I just wanna use it for text replacements. Link to comment Share on other sites More sharing options...
Mujuro Posted September 5, 2012 Share Posted September 5, 2012 The usage should be <Alias=ReferenceAlias>. What sort of alias are you trying to do? Typically, the reasons you would get the [...] are if you either don't have the text checkboxes done or your alias isn't actually filling. Link to comment Share on other sites More sharing options...
Darkfirebird Posted September 5, 2012 Author Share Posted September 5, 2012 I was using none and tried an NPC but that didn't work well either. If possible, could you explain it step by step? Perhaps I am overlooking something important. ( More or less doing all this so I can update my XP Mod to show the skills name in the confirmation. IE: "How much do you wish to upgrade [skill] by?" instead of Generic "How much do you wish to upgrade this skill by?" ) If possible, is there an easier way to do that without making 18 messages? Link to comment Share on other sites More sharing options...
Mujuro Posted September 6, 2012 Share Posted September 6, 2012 Ok, let me make sure I understand what you're trying to do here, so please correct my assumptions, listed below, if any are inaccurate: You want the player to speak with some NPC, and the NPC has a ReferenceAlias (unique, specific or forced-filled via script)During dialogue, the player would choose some 'skill' optionLater in the conversation, a confirmation dialogue choice would trigger, and you want the 'skill' previously selected by the player to show and would rather not use "brute force"/create individual, conditioned dialogue options.If this is what you're trying to do, you're going to have to use brute force one way or another. If you want a single dialogue line that contains the "skill" so that you don't have to brute force the dialogue, you'd still have to create MESSAGE records for each skill (just fill in the title, nothing in the Message Text box) and then create associated dummy ReferenceAliases (selecting each message from the Display Name dropdown). You'd then need a script to force-fill a placeholder ReferenceAlias with the appropriate "dummy" alias based on a condition (e.g., what skill did the player choose) so that you know which of the skills was selected. Your NPC dialogue line would just point the Alias= to the placeholder, which would in turn be filled by one of the "dummy" ones based on conditions set. IMHO, this may end up being more work than just brute forcing the dialogue. Of course, I could be completely wrong here, I'm just giving you a best guess, as I've done text replacements in dialogue, but with relatively simple stuff and nothing like this. Link to comment Share on other sites More sharing options...
Darkfirebird Posted September 6, 2012 Author Share Posted September 6, 2012 Well for: 1) Not using any NPC to talk to... Activator... so the others don't apply... If it requires an NPC dialogue then seems I would have to make 18 separate messages. Thanks for taking the time also for replying. Link to comment Share on other sites More sharing options...
Mujuro Posted September 7, 2012 Share Posted September 7, 2012 No problem, sorry I wasn't able to be more help. How is the player 'selecting' the skill at the moment? Link to comment Share on other sites More sharing options...
Darkfirebird Posted September 7, 2012 Author Share Posted September 7, 2012 Currentl through either a Skill Menu ( Spell w/ Menus ) or Skill Essence ( Activator w/ Menus ) If you wish to take a look at it, http://skyrim.nexusmods.com/mods/22628Currently removed the whole idea though =/. Link to comment Share on other sites More sharing options...
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