All right guys my first question is if you have two NPCs a and b. B isn't in the module when you first enter. Can you still set a conversation node to only become availabe for NPC A if NPC B is dead?
 
 If the answer is yes my second question would be What is the script that only allows you to enter a conversation node if an NPC is dead.
 
 Third question *whew* all right there is again two NPC's. This time neither of them are spawned when you get in the module. NPC A is spawned by a conversation. Is there a script that would spawn NPC B as soon as NPC A was dead?
 
 Thanks and I'm sorry for the really confusing explanation. Couldn't think of a better way to put.
  
 
  
  
    1st question = Yes
 
 2nd question = try using global variables. e.g. SetGlobalBoolean() (There is a tutorial in the general tutorials section)
 
 you'd have to use a starting conditional script such as
 
 
 int StartingConditional() 
 {
 int iResult;
 
 iResult = ((GetGlobalBoolean("BM_COLLECT") == TRUE) );
 
 return iResult; 
 } 
 
 
 To set that global use a script such as
 
 
 void main()
 {
 SetGlobalBoolean("BM_COLLECT", TRUE);
 } 
 
 
 3rd question = Put a spawn script in your NPCs onDie script section e.g.
 
 
 void main()
 {
 CreateObject(OBJECT_TYPE_CREATURE, "NPCA", Location(Vector(0.41,-7.05,1.39), 90.0));
 
 }
 
 }
 
 
 Make sure if you use this code that is spawning from a conversation that the conversation can only be spoken once.
 
 Hope I helped
 
 TimBob12
  
 
  
  
    Thanks TimBob12 you helped me a lot.