WhiteWolf424242 Posted October 23, 2020 Share Posted October 23, 2020 Hello, Is there a way to force a dialogue to end through scripts? I want to create dialogue topics that will only be goodbye dialogues if a certain condition (checkable in scripts) is fulfilled, and if not, then it's not goodbye.Therefore I DO NOT want to flag the topic as 'goodbye', and my question is, is there a way to interrupt the dialogue, and force the goodbye through the end fragment script? (after certain conditions are checked). The only other way I see is to make 2 instances of all these topics, one flagged as goodbye and another as not, and then use conditions to filter on which is shown to the player. Since I'd have to manually copy the voice lines for all of these, I'd really like to avoid this solution. Link to comment Share on other sites More sharing options...
dylbill Posted October 23, 2020 Share Posted October 23, 2020 The only thing I found was AllowPCDialogue https://www.creationkit.com/index.php?title=AllowPCDialogue_-_Actor Maybe if you set it to false on your actor, it will end the dialogue. Not sure you'd have to test. Link to comment Share on other sites More sharing options...
WhiteWolf424242 Posted October 24, 2020 Author Share Posted October 24, 2020 Thanks, it sounds like something worth testing. I don't yet see however how I should reable it after the dialogue ended, since I don't want to make the follower uninteractable :D Maybe a good combination of disallow dialogue -> well timed Utility.Wait -> reallow dialoge can do the trick. I'll check what this does. Link to comment Share on other sites More sharing options...
dylbill Posted October 24, 2020 Share Posted October 24, 2020 Yes using a utility.wait(5) and then re-abling it again should work. If using AllowPCDialogue doesn't work, you could also do Input.TapKey(15) which will tap the Tab key. That does require skse though. Link to comment Share on other sites More sharing options...
WhiteWolf424242 Posted October 25, 2020 Author Share Posted October 25, 2020 (edited) So the AllowPCDialogue way doesn't do anything.The TapKey however works just fine :smile: It's not a problem for the mod, as it already requires SkyUI, which implies an installed SKSE anyway.My only nitpicking left is that while a dialogue flagged as goodbye will just simply end, a dialogue force ended by tapkey will instead still get the additional "Goodbye" misc line from the NPC after ending, which is not exactly ideal. The reason is that there is an idle animation playing at the end, and the follower butting in with "Lead on/Let's get going/etc" during it is not what I aimed for. I guess it's only up to me to figure out if this bothers me enough to instead do it the arduous way and copy each dialogue to proper flagged and non-flagged pairs to fix this, or just settle for this easy compromise. Thanks for your help! EDIT:After some further testing: if Input.TapKey(1) is called from the end fragment, the NPC will say their goodbye misc line, but if called from the begin fragment, they won't (but they do say their dialogue lines properly). I think I can actually exploit this to get rid of the goodbye misc line. Cool :) Edited October 25, 2020 by WhiteWolf424242 Link to comment Share on other sites More sharing options...
dylbill Posted October 25, 2020 Share Posted October 25, 2020 Cool nice!, glad you got it working. :) Link to comment Share on other sites More sharing options...
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