I'm working on a mod that will allow you to walk up to any (generic-voiced) NPC in a town, ask them for the location of another NPC in that town, and get an answer. The basic method behind this is as follows:
- Store this dialogue on a quest with a dummy reference alias (i.e. an optional one that fills to NONE on quest start). We'll call this alias SearchTarget.
- When you select an NPC using a dialogue option, force that NPC into SearchTarget.
- Have subsequent dialogue run conditions on SearchTarget. This way, I don't have to create a branch for every individual NPC, with tons and tons of duplicate lines between them; there's just one branch that runs on whoever SearchTarget is, and that branch can have generic answers ("I saw him at the market") or specific answers ("Mjoll's at home; she lives with Aerin") as desired.
Now, I can only think of one way to fill SearchTarget with the player's selection: each NPC choice will need to have a topic fragment with a property pointed at its respective Actor, and it will need to force that Actor into SearchTarget. However, I'm not sure how this will affect persistence. I know that properties on a non-fragment make their values permanently persistent, and I know that properties on fragments in Fallout 4 usually don't; however, I don't know how properties on fragments in Skyrim behave. I vaguely remember reading that fragments (and their properties?) only exist for the life of the thing they're attached to (i.e. dialogue fragments only exist when they're used), but I don't remember where I read that.
Persistence is one of those things that I don't think we can really test (even if something is persistent, there's no way to be sure that I'm making it persistent), so I can't look into this myself. Does anyone know if Bethesda has said or documented how fragment properties affect persistence?