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Starting conversation with inventory item, but using Party Chat


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#1
Jereniva

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I have an inventory item with cast spell, unique power self only, and I have the i_***_ac script written to call a conversation.

This all works fine, the conversation starts, but t will not work if you set the PartyChat to true.

If you do that, the first NPC line just goes as floaty text over PC's head.

 

Is there a way to start a conversation with an inventory item that can use Party Chat?

 

 



#2
kevL

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not sure, but you could use the script to create a temporary iPoint, and let the iPoint be the conversation owner

(bonus pts for deleting the iPoint after dialog ofc.)



beware that the stock iPoint has an empty space at the end of its tag.

/untested
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#3
Jereniva

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Good idea, thanks! I could delete the ipoint in the conversation abort/end right?

Which, by the way, does end always run, and abort also runs if conversation aborts, or is it just one or the other?

thanks for the tip on the tag!



#4
Tchos

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If you were to use the functions I wrote for that purpose in tchos_dialogue_inc.nss in my campaign BSoCC, the ipoint will destroy itself after the conversation ends, no matter how it ends.


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#5
kevL

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Which, by the way, does end always run, and abort also runs if conversation aborts, or is it just one or the other?


I *believe* it's one OR the other. I think a common tactic is to put the same script in both; and if you really want to find out, leave a debug msg in for a while and abort some dialogs ....

but i'd def. check out Tchos' #include/functions also.

#6
Tchos

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You can also make conversations not able to be aborted with the "multiplayer cutscene" property.



#7
Jereniva

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I *believe* it's one OR the other.

 

I finally tested this, it's one or the other, not both.



#8
kevL

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'k