Hi, I'm having a problem with messages not appearing after being queued due to being in a conversation. It's only something I noticed because I was doing some tests with the settlement attack quests for my BS Defence mod, and it was causing the "Settlement is under attack!" objectives to not display (which are now handled by WF), making it look like settlement attacks had simply stopped after not receiving them for a while.
In my own tests on the script I found that the "if (Player.GetDialogueTarget() != None ....)" condition in the bCanShowMessage property was always returning false. In fact, GetDialogueTarget() instead of returning None when I wasn't in conversation, was actually returning the last npc I spoke to, only returning None after a reload of the save and not speaking to anyone.
Is anyone able to reproduce this behaviour in their game, or is the issue purely on my end?
In my own tests on the script I found that the "if (Player.GetDialogueTarget() != None ....)" condition in the bCanShowMessage property was always returning false. In fact, GetDialogueTarget() instead of returning None when I wasn't in conversation, was actually returning the last npc I spoke to, only returning None after a reload of the save and not speaking to anyone.
Is anyone able to reproduce this behaviour in their game, or is the issue purely on my end?