

If you want the Item Combiner to vanish/walk away/die after being interacted with, try taking a look at the UI layout for the Enchanter - there's a controller in there with a setting to make the NPC walk away when the UI is closed


but causes some bugs if you kill the creature after it has transformed which will need fixing, but definitely doable.
For a text cloud over a characters head there are two ways. First would be in a layout file, get the NPC to pass_self then set it to have a dialog.
It seems this should be done in a location or in props - add a trigger that would have caused a new menu (suitable cloud over head).If you want an item to go directly into the players inventory, again set up a dummy quest with only that item as the reward and use a Quest Controller to force complete of the quest - the result is that the item drops straight into the players inventory or falls onto the ground if the inventory is full.

again set up a dummy quest with only that item as the reward and use a Quest Controller to force complete of the quest


Hey Kva, if you want to emulate the player character saying something, why don't create a text box like the old RPG box.
I always believed this was do-able in TL2
You could make a new UI layout that is effectively invisible to the player but has a Quest Description Controller in it
And you are the most advanced in this. For your item combiner, I don't think it actually has to be able to walk - I'm sure the UI controller just makes it vanish anyway, you'd have to try that one.
I think the bug with the the polymorph is caused when the unit the monster transforms into does not have a death animation. I only got the bug when I transformed an enemy into something and killed it before it transformed back. It could be that if both units have the same armor, health etc then the bug may not happen.

I did get a speech bubble to appear on the player once by using a dialog in a layout file but it happened by accident and I'm not sure how I did it. I will have another try, but it seems the game is not designed for this

Hey Kva, if you want to emulate the player character saying something, why don't create a text box like the old RPG box.
You could use a controler to have the Character Class icon, and the name show... or something like that.
I am weak in scripts and logic, but something like that is possible to do. In this way TL1 runs in the beginning - a complex interaction scheme and I want understand how it works. If you want an item to go directly into the players inventory, again set up a dummy quest with only that item as the reward and use a Quest Controller to force complete of the quest - the result is that the item drops straight into the players inventory or falls onto the ground if the inventory is full.

Here is how to make the item combiner unit die/disappear after you close the menu:
0. Create a custom stat with a default value of 0.
1. Give the item combiner unit a looping passive skill.
2. In the EVENT START block make an affix block that applies a KILL/FADE OUT/SET MESH INVISIBLE effect to itself. (Don't use an EFFECTS block because weird stuff happens with EFFECTS blocks and statwatchers.)
3. Stick a statwatcher on the affix block so that it only applies if the custom stat is set to 1.
4. Go into your UI layout.
5. Add a STAT OPERATOR that sets the custom stat to 1.
6. Add a logic group. Within the logic group, connect the CLICKED or MBUTTON UP output on every button that can close the menu to the OPERATE input on the stat operator.
Result: When you click the button(s), the custom stat on the combiner unit will get set to 1; then the next time the passive skill loops, the statwatcher evaluates to true, and the affix gets applied making the unit go bye-bye.
It's the same basic principle as the FreeSpec mod, so you could take that apart as an example to work with.
In fact, in its most general form, this method allows you to use a UI element to do anything that can be done by adding an affix to a unit.

How I can reset the Quest to use it again?
It looks like I found a solution:
<BOOL>REPEATABLE:true
This string I spied in TL1 quest - bardRandom.dat
I need to try it.
Now the quest system works differently than before. I can`t make a repeatable quest.
Take a look at the bounty board quests.