For this new planet mod I'm making, I was wondering how exactly you would make a persuade option possible in dialog. Tried figuring it out on my own but nothing I tried worked; quite perplexed I am.:confused:
  
 
  
  
    You write your persuade line that the PC says sort of like this.
 
 [Persuade] GIVE ME THE PIE!
 
 Then you have the NPC you're trying to persuade have two dialogue branches, a successful one and an unsuccessful one. (The successful one must be above the unsuccessful one)
 
 On the one you want to be successful, you put one of three scripts.
 
 k_con_perseasy
 
 k_con_persmed
 
 k_con_pershigh
 
 Those scripts determine how high of a persuade skill you must have for the attempt to be successful. Just put one of them in the conditional field, and you're good to go.
 
 So the conversation could go:
 
 Player: [Persuade] Give me pie now.
 
 Successful Persuade: [Success] All right, here is some pie.
 
 or
 
 Player: [Persuade] Give me pie now.
 
 Failing Persuade: [Failure] No, no way man. It's my pie.
 
 Now I don't know if there is another way to do this, but I always have to write success, failure, and persuade in brackets. So keep that in mind and I hope this helped.
  
 
  
  
    Then you might want to add a quest or item or something to give the player if they are successful, depending on what they are trying to pursade them to say/give.
 
 
 P.S. Thanks, btw, for the script names, Fallen!
  
 
  
  
    You could do your own custom conditional script, but why? :lol:
 
 As for the entry of [Persuade], don't think there is a way to get around that.
  
 
  
  
    Thx guys big help. (Want a little hint as too what it is for?)
  
 
  
  
    mmk, it is for persuading people to join a armed revolution thats purpose is to overthrow a group of evil dictators called the Guardions.