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#3975
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Jack_of_shadows
Azgalor, it should definitely work.
Hmm, here's how it looks:
ClickThe first screenshot shows how the answer options should look, and the second shows how it works after adding the variable to the argument with the text of the dialogue itself.

Perhaps the problem is in the code itself? Here's what I have:

TalkBoxForPlayers(PLAYER_1, "/Characters/Heroes/Windranger/Icons/Teacher.(Texture).xdb#xpointer(/Texture)", "/TalkBoxes/InfoTeacher.txt", {"/TalkBoxes/Job_2/dialog_job_2_v2_desc.txt"; job_art=GetArtefactName(job_art)}, nil, "TalkBoxesWithTeacherJobDialog2Answers", 1, "/TalkBoxes/dialog_name.txt", nil, 0, "/TalkBoxes/Job_2/dialog_job_2_agree_" .. textvar .. ".txt", "/TalkBoxes/Job_2/dialog_job_2_refuse_" .. textvar2 .. ".txt" )

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