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[LE] Is the Creation Kit website's description of 'Say Once' under topic info incorrect?


blackc

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On the Creation Kit website, it describes the 'Say Once' option under Topic Info in the dialogue window as doing the following: "Once spoken, that actor will never say it again. However, a different actor that qualifies may say it." If I understand this correctly, ticking 'Say Once' should prevent an actor from saying the line of dialogue more than once, but should still allow other actors to say that line. But, for me, that's not what is happening. In-game, once one actor has said that line, no other actor can say it.

 

The dialogue works fine before I tick 'Say Once', and each actor who qualifies is able to say the line of dialogue. I've been looking for a while at the conditions and the dialogue window trying to figure out what I've done wrong, but as far as I can tell, the problem is just that 'Say Once' isn't working how the Creation Kit website states it does. Rather than working 'per actor', its disabling the dialogue for everyone after its been said by anyone. Has anyone else had this problem? Is there something that I'm missing about the way I was supposed to set this up? Any help is greatly appreciated.

 

Here is the link to the creation kit page I'm trying to follow (its under say once):

https://www.creationkit.com/index.php?title=Topic_Info

Edited by blackc
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Yeah, I figured that was probably what was going on. Cheers for confirming that, so I know its not just me being an idiot lol.

 

I'm actually having yet another issue that I've gotten stuck on trying to get around this issue if anyone could help. I'm running this as a papyrus fragment on the line of speech in question:

 

_DiseasedPriestFreeCureGiven.AddForm(akspeaker)

 

The intention is to add the actor who is speaking the line to a formlist called '_DiseasedPriestFreeCureGiven'. I've then added this condition to the dialogue:

 

Subject IsInList Formlist:_DiseasedPriestFreeCureGiven == 0.00

 

So, if the actor is in that formlist, the dialogue is not allowed to fire, which should achieve what I was intending. But, while the fragment compiles fine, in-game the actors can still say the line of dialogue multiple times. Does anyone know what's wrong here, or know if perhaps there's a better workaround?

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