The variable names are also different - not sure if thats intentional.
Also - yeah, one sets the variable on the player, the other on the NPC.
int StartingConditional()
{
int nShow = !GetLocalInt(OBJECT_SELF, "p026began");
return nShow;
}
#include "nw_i0_plotwizard"
#include "pqj_inc"
void main()
{
// Set the variables
SetLocalInt(GetPCSpeaker(), "p026state", 100);
// Get the PC who is in this conversation.
object oPC = GetPCSpeaker();
// Update the player's journal.
AddPersistentJournalQuestEntry("p026", 1, oPC, FALSE);
}
The reason you keep getting the same dialogue option/response is because you are looking for
p026began
However, the onAction script is setting p026state to 100
It is never touching p026began
Perhaps im over simplifying it?