Tweaks to the quests system and dialogue system bugfix, talking to npcs now triggers dialogue, questing UI made and some test quests and dialogue
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@@ -46,6 +46,10 @@ NetIndexFirstBitSegment=16
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+GameplayTagList=(Tag="Items.Gold",DevComment="")
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+GameplayTagList=(Tag="NpcTags",DevComment="Identity of a scheduled NPC. Every NPC carrying the same tag is driven by the same schedule asset in NpcSchedules.")
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+GameplayTagList=(Tag="NpcTags.Test",DevComment="")
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+GameplayTagList=(Tag="Quests",DevComment="Identity of a quest. Each quest data asset is tagged with Quests.<Name>, and quests reference each other by these tags.")
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+GameplayTagList=(Tag="Quests.Signals",DevComment="Signals a quest step waits on that no system in the game announces, fired from blueprint with NotifyQuestSignal.")
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+GameplayTagList=(Tag="Quests.Test",DevComment="")
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+GameplayTagList=(Tag="Quests.Test.1",DevComment="")
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+GameplayTagList=(Tag="SaveGameTags",DevComment="")
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+GameplayTagList=(Tag="SaveGameTags.Alchemy.TableLevel",DevComment="")
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+GameplayTagList=(Tag="SaveGameTags.Bazar.Table.InventorySpace",DevComment="")
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@@ -56,8 +60,6 @@ NetIndexFirstBitSegment=16
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+GameplayTagList=(Tag="SaveGameTags.InteractionStage",DevComment="")
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+GameplayTagList=(Tag="SaveGameTags.Locked",DevComment="")
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+GameplayTagList=(Tag="SetByCaller.Effects.ExpModifier",DevComment="")
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+GameplayTagList=(Tag="Quests",DevComment="Identity of a quest. Each quest data asset is tagged with Quests.<Name>, and quests reference each other by these tags.")
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+GameplayTagList=(Tag="Quests.Signals",DevComment="Signals a quest step waits on that no system in the game announces, fired from blueprint with NotifyQuestSignal.")
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+GameplayTagList=(Tag="Skins",DevComment="")
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+GameplayTagList=(Tag="Skins.Eleri.Body",DevComment="")
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+GameplayTagList=(Tag="Skins.Eleri.Default",DevComment="")
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