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Companion dialogue only triggering by force-talk


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#1 Otherwisely

Otherwisely
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Posted 03 February 2024 - 09:28 AM

Novice modder here. I have a companion dialogue that's meant to trigger immediately after an event (specifically: going to Phaere's chambers) but for some reason the companion will not initiate the dialogue on their own. It only triggers when I force-talk.

 

Here is the code meant to trigger the dialogue:

IF ~See(Player1) !StateCheck(Player1,STATE_SLEEPING) Global("OWR_phaere","GLOBAL",1) OR(2) Global("RasaadRomanceActive","GLOBAL",1) Global("RasaadRomanceActive","GLOBAL",2) OR(2) Global("PhaereInnuendo","GLOBAL",2) Global("PhaereInnuendo","GLOBAL",3) !Range("Phaere",6)~ THEN BEGIN OW#RAS9

Any help would be appreciated!



#2 Otherwisely

Otherwisely
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Posted 04 February 2024 - 09:50 AM

A small update: I started sifting through other mods that have reactions to Phaere and I created the following script, appended to Rasaad.bcs:

 

IF
InParty(Myself)
OR(2)
Global("PhaereInnuendo","GLOBAL",2)
Global("PhaereInnuendo","GLOBAL",3)
OR(2)
Global("RasaadRomanceActive","GLOBAL",1)
Global("RasaadRomanceActive","GLOBAL",2)
Global("OWR_phaere","GLOBAL",0)
THEN
RESPONSE #100
SetGlobal("OWR_phaere","GLOBAL",1)
END

IF
Global("OWR_phaere","GLOBAL",1)
THEN
RESPONSE #100
MoveToObject(Player1)
Dialogue(Player1)
END

It ALMOST works as intended. OWR_phaere is set to 1, but Rasaad still won't initiate a dialogue. I still have to force-talk him. Any advice?


Edited by Otherwisely, 04 February 2024 - 09:52 AM.