gabriel77dan Posted October 13, 2012 Share Posted October 13, 2012 Okay so I have a dialogue I've been working on for a mod and in one option I want the NPC to stop talking to me if I choose this option. Meaning that dialogue can no longer be initiated, does anyone know what the script line for this is? Anyway, here is the topic branching and what I want to happen: http://gabriel77cortez.deviantart.com/art/Problems-in-GECK-332149537 When I pick that dialogue line I want it to close down that entire branch of dialogue options and move on to the 2nd branch.How do I close down the 1st branch without using "Say Once" or something like that. Link to comment Share on other sites More sharing options...
Astymma Posted October 13, 2012 Share Posted October 13, 2012 Okay so I have a dialogue I've been working on for a mod and in one option I want the NPC to stop talking to me if I choose this option. Meaning that dialogue can no longer be initiated, does anyone know what the script line for this is? Anyway, here is the topic branching and what I want to happen: http://gabriel77cort...-GECK-332149537 When I pick that dialogue line I want it to close down that entire branch of dialogue options and move on to the 2nd branch.How do I close down the 1st branch without using "Say Once" or something like that. Generally, in the quest used for the dialogue, add a variable such as intCloseDialogueBranch to the quest's script. Start it initially as 0. For that branch of dialogue, as a condition to display it, add the condition GetQuestVariable intCloseDialoguebranch == 0. When you want to close the branch off, set intCloseDialogueBranch to 1 and now that branch will fail to display. Link to comment Share on other sites More sharing options...
gabriel77dan Posted October 13, 2012 Author Share Posted October 13, 2012 (edited) I don't get it, in which script location and condition location should I put those? Here: http://fc03.deviantart.net/fs70/f/2012/287/8/6/wut1_by_gabriel77cortez-d5hrfwi.jpgHere: http://fc06.deviantart.net/fs70/f/2012/287/5/3/wut3_by_gabriel77cortez-d5hrg09.jpgHere: http://th02.deviantart.net/fs71/PRE/f/2012/287/8/0/wut2_by_gabriel77cortez-d5hrfy7.jpgOr In one of these: http://th05.deviantart.net/fs70/PRE/f/2012/287/0/3/problems_in_geck_by_gabriel77cortez-d5hr481.jpg Everyone of those has a script thingie and conditions. (I'm still fairly new to GECK so please be as detailed as you can be in what goes where.) [edit] Oh and I tried looking for the "intCloseDialoguebranch" in GetQuestVariable in various Conditions for the quest file and I couldn't find it. Edited October 13, 2012 by gabriel77dan Link to comment Share on other sites More sharing options...
Astymma Posted October 13, 2012 Share Posted October 13, 2012 I'm assuming you made a quest to control the dialogue in your mod. If not, make a quest to hold the variable intCloseDialogueBranch (or whatever name you want to give it).Create a script and put the following in it (assuming your Dialogue quest is named DialogueQuest): scn DialogueQuestScript int intCloseDialogueBranch Then, in your dialogue conditions you'd choose GetQuestVariable, then choose DialogueQuest, then choose intCloseDialogueBranch, then choose EqualTo, then 0 (Zero).In the dialogue that , once displayed, makes the branch no longer available... place this in the end script: set DialogueQuest.intCloseDialogueBranch to 1 Make more sense? Link to comment Share on other sites More sharing options...
gabriel77dan Posted October 22, 2012 Author Share Posted October 22, 2012 I tried to follow that but it didn't work, no diea where I messed up.I created a script for the quest "GabPoisonDialogue1" on the first page and added in the scn GabPoisonDialogue1Script int intCloseDialogueBranch After that I saved, went to the final dialogue line and added in... Nevermind, I'll just show you screens of it: http://gabriel77cortez.deviantart.com/art/Pemis-cake-333759488 http://gabriel77cortez.deviantart.com/art/Rotomisol-333760096 Link to comment Share on other sites More sharing options...
devinpatterson Posted October 23, 2012 Share Posted October 23, 2012 I tried to follow that but it didn't work, no diea where I messed up. Well you have a lot of "AND" operators in your conditions, and the getDead one doesn't seem to have a target (I see "NONE" under function info) so wouldn't that one always return a 0 or is does it default to the speaker as the target? But that shouldn't make a difference, since if any of the conditions fail, hte topic should be unavailable. But the getQuestVariable is set up right, you should be able to have that topic once, then the var should flip to a 1 and hte topic shouldn't be available ever again (unless you have a topic with another result script to flip it back). You can also hit a say once, if you don't want the topic to ever repeat. Link to comment Share on other sites More sharing options...
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