I think maybe only ghastley might know the answer to this one, but anyone feel free to chime in with any ideas if y'all know anything.
I've got this very simple idea, or so it seems. I'm trying to set a quest variable via dialog in the Creation Kit for the old version of Skyrim. Doing this in Oblivion's Construction Set is so much easier. Start a new quest, open up its main script, and type
Short Status as a variable. Now I could use Status in lines of code. For instance, I could type
Set aaaQuest.Status to 1into the Topic tab's Result Script to move Status up to 1. Therefore, the NPC will say certain dialog when the variable is 0, but other dialog when it's at 1. I'm not seeing how to do this in the Skyrim CK.

Yet it must be possible because there's a function called GetVMQuestVariable.
Here's where I'm at so far.
1). I made a test quest in the Creation Kit, with two instances of dialog. First instance, the NPC says "Hello, you are on Var 1" and the second instance she's supposed to say "Welcome to Var 2".
2). I clicked on the Scripts tab and added a new script. So far it looks like this...
Scriptname aaaTestScript extends Quest Conditional
Int Property aaaTestProperty Auto ConditionalAll of that compiles okay. Wonderful. I made sure the property's Int Value is 0.
3). I go back to the Player Dialog tab. For the Conditions window I've got
GetIsID Actor: NPCname == 1.00
GetVMQuestVariable Quest: aaaTestQuest == 0.00I was able to choose aaaTestProperty for the quest variable, as well.
4). In the Papyrus Fragment box I typed:
Int aaaTestProperty = 1which I assume is supposed to bump the VMQuestVariable up to 1. This compiles okay.
5). For the second instance of dialog ("Welcome to Var 2") I've got
GetIsID Actor: NPCname == 1.00
GetVMQuestVariable Quest: aaaTestQuest == 1.00as conditions. I go into the game. The NPC says the first bit of dialog, "Welcome to Var 1" just fine, but then she
drops the conversation, almost as though "Goodbye" has been flagged. Grrr....
So the problem seems to be the Int aaaTestProperty = 1 line. It doesn't seem to be bumping the variable to 1.
Edit: I also tried changing the second instance of dialog so that its
VMQuestVariable == 0.00. In this case, both lines of dialog show up. Therefore, the
Int aaaTestProperty = 1 bit of code compiles okay, but doesn't seem to do anything.
Edit 2: I tried changing Int to Float, so now that line of text is
Float aaaTestProperty = 1 This also compiles. Back in the game, the lady now says BOTH lines of text.

Haven't had the time to fully test (had to get to work), but I'm assuming the variable's moving from 0 to 1.
Problem is, dialog immeditely goes back to the "zero" phase. She says the first line of text (VMQuestVariable is 0) she says the second line of text (now it seems to be 1), but when that's done the first topic + line of text shows up again.
I don't want that. I want the text to stay on the "one" phase: VMQuestVariable == 1.00, see what I'm saying? I want to be the one telling the variable where to go. I've always been able to get this to work in the Construction Set and GECK, and
easily.
Trying to learn
from this Creation Kit page, by the way, along with a few other pages, but it's slow going.

Int aaaTestProperty = aaaTestProperty +1