Talk:HasNoPersuasion

There are no discussions on this page.

This function does not seem to work in the Tamriel worldspace. It works fine in all other worldspaces, as well as in interior, but in Tamriel worldspace it always returns 1. Does anyone else have this problem? --P-Luke 07:36, 5 October 2008 (EDT)

Odd - which NPC are you testing with in the Tamriel worldspace, and what is your script?
--Haama 11:39, 5 October 2008 (EDT)
I'm still encountering new bugs with this function, I'm not yet sure if it's me or the function. The script I'm using is attached to a spell that is added to all NPCs.
The block is ScriptEffectStart.
if (HasNoPersuasion == 1)
  AddSpell.PlukeDoesNotTalk
else
  SetNoPersuasion 1
endif
This script is supposed to make NPCs without the NoPersuasion box ticked initiate persuasion through a persuasion topic, without the persuasion mini-game, while NPCs which do have the NoPersuasion box ticked will not have this topic.
The topic checks for the spell, and if the NPC has the spell, the NPC will not have the topic as an option.
The problem is, that some NPCs (first I thought just in the Tamriel Worldspace, but now it seems to be almost random) who do not have the HasNoPersuasion box ticked still have the "PlukeDoesNotTalk" spell (well, they don't have the topic, so they must have the spell.)
To try and fix it, I changed the code to the following, but with no succes:
if (DoOnce != 1)
  if (HasNoPersuasion == 1)
    AddSpell.PlukeDoesNotTalk
  else
    SetNoPersuasion 1
  endif
set DoOnce to 1
endif
--P-Luke 06:46, 6 October 2008 (EDT)

I fixed it. Instead of adding a new spell and check for the ABSENCE of that spell, I just made the script remove this spell, and check for the PRESENCE of this spell. This actually worked. Perhaps the spell somehow repeat itself, which would mean that even if the first time they did have persuasion, they automatically wouldn't have it the second time. The bug is fixed, anyway. --P-Luke 15:01, 9 October 2008 (EDT)

Return to "HasNoPersuasion" page.