Malxados Posted February 12, 2009 Share Posted February 12, 2009 I was wondering if/how you can make a persuade option with different options depending on if you succeed or fail. Malxados Link to comment Share on other sites More sharing options...
Star Admiral Posted February 12, 2009 Share Posted February 12, 2009 You would create two dialog branches, one for the successful persuasion and one for the failed persuasion. The success branch would use a conditional to check if the player's persuasion skill is high enough. Is this for K1 or TSL? TSL incorporates a series of built-in scripts that you can use, while for K1, you'll need to write your own. - Star Admiral Link to comment Share on other sites More sharing options...
Malxados Posted February 12, 2009 Author Share Posted February 12, 2009 Oh, sorry. Its for TSL. 'Cheating' by using pre-made scripts instead of making my own sounds fantastic. Link to comment Share on other sites More sharing options...
Star Admiral Posted February 12, 2009 Share Posted February 12, 2009 FYI, the scripts in question are c_sc_per_xx.nss. Check to see which one you need. - Star Admiral Link to comment Share on other sites More sharing options...
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