I have a script that compile but does not what its supposed to do. I have a special armor item that trigger a object script which will check which follower is hired by the player and then start a conversation with the player. Everything is compiling, the NPC receive my package, the evp seem to work but it wont trigger the conversation. Here my script :
ScriptName aaDocZHCParmourObjScrbegin OnAdd if VNPCFollowers.bBooneHired == 1 CraigBooneREF.SayTo Player, aaDocZNPCreaction ShowMessage aaDocZFollowerReaction01 set CraigBooneREF.Waiting to 1; CraigBooneREF.evp elseif VNPCFollowers.bCassHired == 1 RoseofSharonCassidyREF.SayTo Player, aaDocZNPCreaction ShowMessage aaDocZFollowerReaction01 set RoseofSharonCassidyREF.Waiting to 1; RoseofSharonCassidyREF.evp elseif VNPCFollowers.bVeronicaHired == 1 VeronicaREF.SayTo Player, aaDocZNPCreaction ShowMessage aaDocZFollowerReaction01 set VeronicaREF.Waiting to 1; VeronicaREF.evp elseif VNPCFollowers.bLilyHired == 1 LilyREF.SayTo Player, aaDocZNPCreaction ShowMessage aaDocZFollowerReaction01 set LilyREF.Waiting to 1; LilyREF.evp elseif VNPCFollowers.RaulHired == 1 RaulREF.SayTo Player, aaDocZNPCreaction ShowMessage aaDocZFollowerReaction01 set RaulREF.Waiting to 1; RaulREF.evp elseif VNPCFollowers.ArcadeHired == 1 ArcadeREF.SayTo Player, aaDocZNPCreaction ShowMessage aaDocZFollowerReaction01 set ArcadeREF.Waiting to 1; ArcadeREF.evp endifend;
I thought the topic ID might be no good but i've already double check it and i figure the script wont compile if this ID was no good. The topic doesnt have a condition as well and is only composed of a simple "test" answer and flagged as Goodbye. I want the NPC to just start the conversation, i will script some random reactions and more complexe dialogue once i get my follower to speak with the player.
Thanks!