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Ideas for blocking effects after dialogue?


temnix

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I have a mechanic where effects on creatures radiate AOE projectiles, in principle, all the time, but they only apply and start doing anything to enemies. It is a mechanic for surprise and supposed to come in only after hostility reddens the creature. But often future enemies begin as neutrals and only after a conversation turn red. Then the AOE projectiles begin to do their job, but it looks comic for characters the party has just talked to to suddenly mightily surprise it, as if they only popped up. I'm open to suggestions about how to remove or suppress effects after dialogue or work around this. My best idea at the moment is to exclude NPC with the dialogue-starting scripts like INITDLG from the surprise patch, but if you have something better, so say. I'll pay you in galactic credits. In my mod.

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