Here's where I'm at:
When spell ID AAABardPersuade is cast, first calms the target, then magic effect ID AAABardicPersuasionActivate runs with the following script:
Scriptname AAABardPersuasionActivate extends activemagiceffect{Activates the Bardic Persuasion dialogue tree}Event OnEffectStart(Actor akTarget, Actor akCaster)AAABardMode.Start() AAABardPersuadedAlias.ForceRefTo(akTarget)endEvent
The quest AAABardMode starts; Target actor is forced into a quest alias AAABardPersuadedAlias containing a ForceGreet Package called AAABardicPersuasionActivate. The Target should initiate dialogue with the Player, and after the dialogue ends, so does the quest.
My issue is this: there are four stages of this quest, and depending on the player's Speechcraft level (Stage 00 starts if Speechcraft skill value is between 0 and 24, Stage 10 starts if Speechcraft 25-49, Stage 20 if Speechcraft is 50-74, Stage 30 if Speechcraft is 75+), I want them to be presented with a different set of Topics/Infos. For example, if the player uses the Power while having a skill of 20, the Target will ForceGreet them with a Topic under the AAABardModeNovice dialogue view; later, when they get to level 25 and use the Power, the Target should ForceGreet them with a Topic under the AAABardModeJourneyman view.
IT seems like there should be many ways to accomplish this, but I am struggling to come up with a solution that isn't needlessly complex. This is my first attempt at a mod so I am still familiarizing myself with the CK, but I want to ensure I am building the mod in the most elegant way possible to reduce the potential for unforeseen screw ups. Feedback and suggestions would be immensely appreciated.