PersuasionGold

Post » Tue Nov 20, 2012 7:40 am

I was wondering If anyone could tell me, or point me to a tutorial, which talks about persuasion and needing gold to continue a dialogue. I'd really like to use these in my mod, where you can either persuade to get what you want, or spend gold to progress the stage.
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Spaceman
 
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Post » Tue Nov 20, 2012 11:13 am

Hello.

Regarding persuasion.
* The "(persuasion)" suffix has to be manually added in the dialogue line.
* The game usually compares your skill (GetSkill*** or something like that) to some global variables (speech****). There is nothing random here.
* If you want the speech perks to be taken into account, you need to use those global variables.
* If you do not know how to use global variables as comparands in the condition dialogue box, look for a little checkbox on the right of the form.
* Once the persuasion successed (on the topic after the success), you need to set up a fragment that uses a property assigned with the FavorDialogue script (or something like that) and call SetPersuasion (or something like that) to have it update the skill etcetera.

Regarding bribes.
* If you enter "" somewhere in your topic's text, it will be substitued with the actor's default bribe cost (taking into account your speech skill). It cannot be modulated by the gravity of what you're bribing for. However you can use fixed costs instead.
* Regarding the condition, you need to test the player's gold (GetItemCount gold_001) against the sum (GetActorBribeCost or something like that, or a constant of your choice).
* Once the bribe successed (on the topic after the success), you need to set up a fragment that uses a property assigned with the FavorDialogue script and call SetBribe (or something like that) to have it update the skill etcetera. I think it also removes the gold but you should better check.
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Chavala
 
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