Are there special considerations for Talking Activator dialo

Post » Sun Nov 18, 2012 10:51 pm

I've given it a mesh, a voice type, dialogue with sound files, and set up conditions that should be allowing it to work. I've even made the quest not start game enabled and had entering a triggerbox start the quest. But still the darn thing won't talk to me. It just says "Activate" and doesn't actually do anything.

Also, for a condition function if one does HasKeyword on a referencealias, will it return true if the reference filling the alias has the keyword, but not necessarily the alias itself? I need to basically know whether or not an alias is filled, and this alias is only fillable by weapons, so I have a condition function that runs on the alias with a VendorItemWeapon keyword condition.
This isn't what's causing the other issue though, I've tried it with and without this condition.
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Justin Bywater
 
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Post » Sun Nov 18, 2012 5:53 pm

Apparently you need to activate the thing remotely with a triggerbox.
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Max Van Morrison
 
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