As you may know, almost all custom modules will be broken with v1.21 because of a bug with ActionStartConversation not firing when PCs enter a new area.
I don't normally upload scripts but thought it selfish really not to share a simple workaround.
When jumping into a speaktrigger in a new area, replace the OnEnter gtr_speak_node with this "delay_speak_node" script below. Then go to the first line of the affiliated conversation and attach an action script ga_local_int, with parameters: variable=fired, set to=1 and target is OBJECT_SELF (leave blank as this is default).
Builders can work through their modules area by area, identifying all the speak triggers in the left hand pane and swapping the scripts on those triggers that fire by the PC jumping in from another area. Leave the others unchanged.
If you have an ActionStartConversation directly on the OnEnter handle of the Area, you can instead switch the script to the OnClientEnter handle.
Note that this trigger is designed to fire only once - it doesn't work for repeating conversation triggers, but they are not usually the ones that you have jumping into a new area.
The new script should work for multiple PCs for one player, as per SOZ.
I would not expect you to vote or to leave nasty comments, like you often do for my modules!
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