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Command/script line to make a dialogue choice not appear?


JuicyPwner

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Hello once again, I'm in the process of doing quest lines for a mod but I'm not sure how to remove a topic from being chosen once a condition (in this case accepting the quest) is met. Can anyone guide me to a tutorial that shows this? so far I've found nothing in regards to this question I'm having.

 

I assume the line would be entered at the Result Script (End) on a Goodbye topic (in which player accepts the quest), to prevent the player from returning to the same dialogue choices (would merely need to remove one dialogue choice to prevent other topics leading up to the character either accepting or declining) once the Goodbye is finished. Because the player would already have accepted the quest

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Usually with something like that I would have a condition for the topic.

For example. Lets say my quest is named MyQuestName and the stage is set to 10 after accepting the quest.

Then I'd add in a condition in the dialogue topic for accepting the quest: GetStage MyQuestName < 10

Edited by clanky4
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I have been referring to seddon's tutorials for the most part, unless guided to another page on this forum or in which help from google search remain nonexistent for questions such as this--as seddon (occasionally) simply leaves out crucial information (such as when I was making a vendor, he failed to mention marking consistent reference, although I believe it was because fo3 didn't require it?)

 

Nevertheless its still helpful in which it guides me on what needs to be done, but I still have to figure out nooks and crannies while making something work, or find alternatives.

 

For this issue I was having, I had anticipated there would be a line (or some sort of script) used at the Result Script (End) that would prevent a certain dialogue choice if queststage QUEST1 >=10 then remove QuestDialogue1(obviously not going to work though)? But I really didn't know.

 

I now know there is a much simpler way to do it (I don't know if its possible the way I was thinking) by having a condition at the first dialogue in which the player would ask about work. setting a condition GetStage < 10 now allows it to not show up once the character accepts the quest (as it fetches if the player has not started the quest--stage 10 is the first objective for the player)

 

Sorry if it is confusing to understand what I say but I'm learning as I go through making the mod. yesterday was my 2nd day on modding so I'm definitely a beginner to all of this.

 

One thing that I was looking for on the wiki was optional quests in quest objectives, I think it is "Multiple ANDed objectives" but it states that all must be completed so I'm afraid I'm going to have to take a look at seddon's guides once again.

Edited by JuicyPwner
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