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Enable a dialogue option after selecting another without using quest stages


GOsteW

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Hi, I'd like to understand how to add a new dialogue option that appears only after the player has selected a vanilla one. I know that it can be done by using quest stages in script fragments, but that conversation doesn't have a quest to use. I was thinking about using a global variable set to 0 at first and to 1 when the vanilla dialogue option is selected, while checking for that global variable set to 1 as a condition of the new dialogue option. However, I'm having trouble with the script to the Info record: when I try to add a property to the script, it compiles with an error instead of adding the property to the window and allowing me to point the property to the global variable. As you may have guessed by now, I'm not very familiar with scripting in the Creation Kit and papyrus...

Edited by GOsteW
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P.s.: I can't just use links, because the whole conversation is made of dfferent branches without links. If I added a link, I would force the player to select the new dialogue option before being able to move to the other branches, which is not what I want to do: the new dialogue is meant to be optional.

Edited by GOsteW
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Ok, I managed to add a property to the script. Did the exact same thing as before but now it worked...

Now I just need to understand which event I need to add... or if there's a better way to do this than changing a global variable.

Edited by GOsteW
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