Dialogue script issues

Post » Mon Jun 18, 2012 6:00 am

In Fallout I would put my dialogue into its own Quest file. I notice http://www.creationkit.com/Bethesda_Tutorial_Dialogue that they mix the dialogue in with the quest file itself. Then they use "GetOwningQuest().SetStage(X)" as the fragment.

When I have the dialogue seperate (let's call it NPC1Dialogue), I'm having trouble accessing the quest (Quest1) SetStage on a dialogue line with the new Papyrus system.

I tried Quest1.SetStage but it doesn't compile. I tried adding a new script with a "Quest theQuest" property holding Quest1 inside. It doesn't compile either. Here's what I was trying:

Scriptname Quest1ScriptTest extends TopicInfo  Quest Property theQuest  AutotheQuest.SetStage(10)
Maybe I'm missing an Event, but which one do I use?
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jaideep singh
 
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Post » Mon Jun 18, 2012 5:55 am

Anyone?
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Angela
 
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Post » Sun Jun 17, 2012 6:04 pm

Once the info has a script fragment on it (which you can create by simply typing ";" and compiling), you can right-click on the script fragment name and select "Properties" - from there you can add a property pointing to your quest, and then call setstage on that.

However - you'll notice that this is pretty inconvenient, which is why GetOwningQuest exists (so you don't have to assign a property to every info fragment just to call setstage) - you may want to consider keeping your dialogue infos in the same quest.
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Laura Tempel
 
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