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Swapping out greeting topics via scripting?


BlooperReel

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I'm in the middle of starting up a relatively small quest mod, but I've ran into a bit of a roadblock in regards to the greeting topics...

 

See, this is what I'm intending to set up:

 

1) You talk to the NPC. He has a different greeting depending on the player's gender. (Which is basically just changing out "guy" for "girl")

2) Either initial greeting is made to set the quest variable "SQMetHulme" to 1 afterwards. The initial greetings also have the condition for it to only activate if "SQMetHulme" is at 0.

3)After the greeting, there's two choices - one inquires and starts up the quest proper (This works fine) while the other basically serves as the goodbye.

4) When you talk to him again, a new greeting with the condition that has "SQMetHulme" at 1 is supposed to take place of the original greetings. The inquire choice is still meant to be present along with a proper goodbye.

 

Now, the problem is that I can't get the latter greeting to work properly. When I select the second choice that takes you out of the conversation and go back in again, he'll say the first greeting as before, but the inquiry choice will be missing. I've been messing around to see if I can get it work properly (I've been using Ranger Ghost's quest as a reference) but so far I haven't really accomplished anything.

 

As of now, this seems to be the only problem I'm having, but I hope I can get it sorted out.

 

Thanks in advance!

Edited by BlooperReel
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Well, I'd double check your quest variables are actually being set in both instances. Display it in a message (cf.

video).
Make sure you've compiled your result scripts.
From what you've said, it looks like you're doing everything right, so I'm not sure what else one would do.

If all else fails, upload your .esp and I'd be happy to take a look at it.
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What you said about compiling made remember that was another problem that could be related.

Whenever I add an addition to the result scripts or try compiling, I get this error:

"Operation cannot be completed because
Info (0100109F) results script failed to compile"

I'm gonna go out on a limb here and assume that this is both the main problem AND an amateur mistake.

Edited by BlooperReel
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Yes, it means your code isn't right.

For the purposes of this thought experiment, "set QUESTNAME.SQMetHulme to 1" is what you're looking for. Make sure the quest variable is initialized in the quest script, and you should be good to go.

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