03-11-2022, 12:46 PM
Hey, I moved the post to a separate thread
If you installed the classic requirements components, then these are as follow:
The actual romance starts after the 3 friendship talks from the original game, thus the original global "BYoshimo5","LOCALS" should be more than 0. (The requirement: GlobalGT("BYoshimo5","LOCALS",0)) - you may use, for example, EE Keeper to check what's the value.
If you match the romance requirements and this local variable is set to 1+, the script should set this variables and a timer:
So what you can do is:
-check you "BYoshimo5","LOCALS" and see what's it's value
-see the value of "YoshimoRomanceActive","GLOBAL" (it should be 0 if the original friendship talk still did not fire or 1 if it did)
-check "YoshimoRomanceTalk","GLOBAL" and what is that variable's value
Perhaps we'll see what's going on.
As for what triggers love talks - it's time. It's mostly that condition.
BTW, I don't thin "allow multiple romances, nothing kills romances and start romances for new games in ToB" is going to work with mod NPCs.
If you installed the classic requirements components, then these are as follow:
Quote: OR(5)
Race(Player1,ELF)
Race(Player1,HUMAN)
Race(Player1,HALF_ELF)
Race(Player1,TIEFLING)
Race(Player1,HALFLING)
Gender(Player1,FEMALE)
CheckStatGT(Player1,12,CHR)
The actual romance starts after the 3 friendship talks from the original game, thus the original global "BYoshimo5","LOCALS" should be more than 0. (The requirement: GlobalGT("BYoshimo5","LOCALS",0)) - you may use, for example, EE Keeper to check what's the value.
If you match the romance requirements and this local variable is set to 1+, the script should set this variables and a timer:
Quote:SetGlobal("YoshimoRomanceActive","GLOBAL",1)
SetGlobal("YoshimoRomanceTalk","GLOBAL",1)
RealSetGlobalTimer("YoshimoRomanceTimer","GLOBAL",1800)
So what you can do is:
-check you "BYoshimo5","LOCALS" and see what's it's value
-see the value of "YoshimoRomanceActive","GLOBAL" (it should be 0 if the original friendship talk still did not fire or 1 if it did)
-check "YoshimoRomanceTalk","GLOBAL" and what is that variable's value
Perhaps we'll see what's going on.
As for what triggers love talks - it's time. It's mostly that condition.
BTW, I don't thin "allow multiple romances, nothing kills romances and start romances for new games in ToB" is going to work with mod NPCs.