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PlayerMarriedFaction is no longer functioning as it used to, and it is causing dialogue to break


Lollia

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I'm having a major problem:

 

Every time I condition dialogue to check if the NPC being spoken to is in the PlayerMarriedFaction, it becomes impossible generate sound files for the lines.

 

When I created Fare Thee Well, every line was conditioned to this faction check and was successfully recognized and generated. Something must have changed, but I have done nothing to alter the settings of the Creation Kit.

 

I already tested on another dialogue mod (Denizens of Morthal) and it too refuses to recognize the faction condition. Previously fine conversations are utterly broken because of this, but once I remove the PlayerMarriedFaction, the recorded lines reappear and function properly.

 

 

Has anyone experienced anything like this before? I would really like to get this fixed.

 

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Edit: As is often the case once I make a thread, my brain starts whirling in interesting directions. I have had a thought:

 

I wonder if the dialogue is actually working within the game, just not in the CK's view...

 

The reason I am thinking this is because I recalled a certain NPC-to-NPC conversation scene that was setup through an alias check of the same condition instead. :confused:

 

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Edit 2: Yes, that conversation scene is still working, and I thought I'd better check all the conversation scenes I made between spouses with adopted children. Those are also working (both in the CK and in-game). And those also use aliases...

 

Okay. I think I know what happened:

 

While creating FTW, I added the condition check only after I had imported the audio. I had to run many tests to make sure the conversations played and sounded good for all of the default voice types, and not having the condition attached at the time saved me precious time and sanity. Then when all was ready, I went through each dialogue box and pasted in the condition. In-game tests after that were still successful, so... That means it has to be working! (At least in-game.) :wacko:

 

Curse the fickle beast that is the CK! I think I'm right about this, but will run more tests just to be sure. If all be well, then I will return and update this post accordingly.

 

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Edit 3: The more I think about it, the more I seem to remember giving my computer tower a gentle--if rather jubilant--fist bump in celebration of the fact that aliases did not seem to necessary to get FTW's dialogue to work. :huh: Yeah, I think I might be onto something here...

 

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Edit 4: See the post below. All is well now!

Edited by Lollia
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I was right.

 

It's only broken in the CK's view. Once in-game all of the dialogue lines--even the conversations without any attached aliases--are still being recognized and playing properly. My relief is beyond all words. :sweat:

Edited by Lollia
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