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[LE] Enable a dialogue option after selecting another one without using quest stages or links


GOsteW

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Could it be because I'm using Mod Organizer 2? Maybe MO2 is the other process...?

I tried to add the property manually, but I got "no viable alternative at input 'GlobalVariable'" and the same error for the name of the property, which I guess is confirmation of the fact that I can't add do that.

 

Do you know if there's another way other than using a global variable and a script? I couldn't find one... I mean, I could change the quest stages, but I refuse.

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I'm not using MO or MO2, so I can't really tell. But I heard about issues with that. Maybe it's not a bad idea to start CK from the DataSkyrim folder.

 

I can't think of another way that wouldn't require adding or changing scripts. Even if you modify the quest stages, the problem still persists.

Edited by Ghaunadaur
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i tried to add the property without using MO2 and it worked! Now the fragment looks like this:

;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment
;NEXT FRAGMENT INDEX 1
Scriptname TIF__00089984 Extends TopicInfo Hidden

;BEGIN FRAGMENT Fragment_0
Function Fragment_0(ObjectReference akSpeakerRef)
Actor akSpeaker = akSpeakerRef as Actor
;BEGIN CODE
DA13TellMeMore.SetValueInt(1)
;END CODE
EndFunction
;END FRAGMENT

;END FRAGMENT CODE - Do not edit anything between this and the begin comment

GlobalVariable Property DA13TellMeMore  Auto  

I tested it in the game and it doesn't work: the new dialogue option just doesn't appear if I check for the global to be 1 (it appears if I check for the global to be 0, however), so I guess either the script doesn't start or the line "DA13TellMeMore.SetValueInt(1)" is incorrect, right? Should I move the initialization of the property right after the "Scriptname" line?

P.s.: the global variable has an initial value of 0 and the "short" type.

Edited by GOsteW
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If you're unsure whether the script is firing or the variable is changed correctly, add a line for debugging to the script.

debug.messagebox(Da13TellMeMore.GetValue())

Possibly it's not working because the quest is already started when testing, at least that's my assumption.

Instead of adding the dialogue to the original quest, you can also move it to a new quest. That should work for sure.

The quest would then be started from the dialogue script (TIF__00089984) and of course you need to add a property that points to your quest.

Da13TellMeMore.SetValueInt(1)
DA13New.Start()

(Also possible to set the quest to 'Start game enabled', but then you'll need to create a .seq file to make the option show up.)

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Hi, after evaluating a few things I decided to drop this entirely. The main reason is that ultimately it's not worth it to add a script and a quest to my mod just for a small goodbye line. I may still try to do it eventually, just to learn, but I'll focus on other things now, like Kesh's cut dialogue line that I found in that same conversation and that I was able to restore.

Edited by GOsteW
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