Hi,
I've got 1 quest where the old Quest Machine UI shows up when the player completes the quest; it should show the Dialogue Conversation UI. The rest of my quests display the correct Dialogue Conversation UI. On the dialogue node I have the following condition:
The way I have it setup, the quest successful section has the Conversation: Grave/Fallen Heroes entry (the same in other quests). There are no entries on the Return or Success Nodes of the quest (although I have tried to put the conversation test in each of those to see if that works). The quest does finish correctly and reward the player (but the Quest Machine UI displays and not the Dialogue System UI).
Also, I'm using the Runic Standard Dialogue UI and would like to move it up in the game play space. Where do I adjust the location values?
Thank you in advance.
Last edited by mschoenhals on Sat Sep 19, 2020 11:41 am, edited 1 time in total.
In your QM quest, make sure the success state as a Dialogue System Conversation Quest Content. This can be the main quest's Success state or the Success node's True state. The integration will only switch to a DS conversation if the current quest content has a Dialogue System Conversation Quest Content.
To adjust your dialogue UI, you can either edit the prefab (in prefab edit mode) or, better yet, add an instance of the Runic prefab to your Dialogue Manager's Canvas. Then assign this instance to the Dialogue Manager's Dialogue UI field.
You'll be able to see the instance in the Scene view and Game view, so you can adjust its appearance.
As it turns out, I did have the correct setup for the success state (Dialogue System Conversation Quest Content). The issue was that I didn't have a branch in the conversation that would change the Quest Node from Return to success: