Dialogue Help

Post » Mon Feb 16, 2015 9:08 am

Hi everyone so I have small issue with dialogue I need some help with.

The situation is, that I'm currently working on a home mod that the player can purchase via dialogue from an NPC, however going through the dialogue options and then eventually having the player purchase the home and being given the key, the option to ask about buying the home still remains. Only after selecting the 'ask about home' option, the 'Nevermind' choice is able to be selected as I have selected the 'purchase home' option to say once. So how am I to get rid of the line that appears once initiating dialogue again after buying the home. I cannot make say once as it will mess up the option for players who cant afford it first time, which leads to them no longer accessing the dialogue to actually buy it.

Any help appreciated :smile:

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Claudz
 
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Post » Mon Feb 16, 2015 11:19 am

Using a settable variable would be one way to not play mind games with the say once function.
It need not be global, one could store it in the NPC's own script, or a quest script.

Topics and options can be set to display, or not, depending on weather this variable is 1 or 0.
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lydia nekongo
 
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Post » Mon Feb 16, 2015 10:43 am

You can do it in many ways.

GetItemCount == 0 as condition should make the trick

or HasNote, if you include a purchase note with the house

Just be sure to Goodbye the topic once you buy the house, or the topic probably won't be refreshed correctly

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claire ley
 
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