Messagebox menu popup through dialogue

Post » Tue Aug 18, 2015 7:12 am

Okay. I'm trying to use a dialogue to activate a script. What I want to do is for the player to talk to an npc and ask "Can I use your services?" Npc says "Of course!" then the menu pops up. Except it doesn't. I've tried OnActivate() but that makes the menu show before the dialogue. Same goes for OnInit(). I've tried to use papyrus fragments but everything I have tried has failed. If anyone knows how I can make it work or if it is impossible please let me know. Thank you.

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Thema
 
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Post » Tue Aug 18, 2015 6:48 pm

Does that happen if you use the "after" fragment? I can see if happening for the "before" one, but the "after" one doesn't normally fire until the NPC reply has disappeared.

Failing that, try registerForSingleUpdate and callback to the menu after a second or so.

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Ally Chimienti
 
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Post » Tue Aug 18, 2015 9:07 am

If you add a script to a dialogue (TIF), try:

GetOwningQuest().SetStage(#OfTheStage)

Add your debug.messagebox("Text") code to that stage.

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Add Me
 
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Post » Tue Aug 18, 2015 6:41 pm

I am using the after fragment. The script has two layers. I can do a small single layer menu but when I do the two layer menu it always fails.

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Brian Newman
 
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Post » Tue Aug 18, 2015 5:47 pm

See message #3.

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Joanne Crump
 
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Post » Tue Aug 18, 2015 10:08 am

I'm not using a debug messagebox though. It's a full on menu script that I want to activate after the player activates the dialogue.

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Jack Bryan
 
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Post » Tue Aug 18, 2015 11:23 am

The title of this thread mentions a messagebox. Add your code to the stage then. :)

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Daramis McGee
 
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