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My mod breaks a vanilla function and I have no why


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I'm working on a mod that involves changing how the player is set to jail, with one possibility being the basic send to jail function. The problem is that my mod somehow breaks the function "GoToJail" and I cannot figure out why. With every possibility I can think of the game will always lock up when "player.gotojail" is called in a dialogue result script. Is there any possible way that this can break?

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The only thing that comes to mind is setting the Goodbye flag on the dialogue option, as this seems to be the case in the vanilla guard dialogue. Other than that maybe outsourcing the gotojail part into a script of it's own instead of the dialogue result script? Shouldn't be necessary though.

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I'm trying to make a new start mod and one of the ways I was planning on starting the main quest was have the player go to the starting imperial dungeon if they go to jail and do all that, then every other time you go to the normal jail.

 

What I did was introduce 2 new dialog options for the serve sentence topic for guards and have them appropriately flagged by my quest script so it appears normal. The result scripts would instead teleport the player instead of using the gotojail function. The issue I found was that the normal jail option would always lock up the game. So I do some testing and it involved making a new NPC and giving them a topic with "player.gotojail" being the outcome in a Goodbye result script. Same exact problem as the normal jail option, the game immediately locks up when it reaches the "gotojail" function (tested with a debug print a line before said function). I and another had speculated that the function hardcoded the values for initial quests or something like that but it doesn't seem to make any difference. I've checked through everything I can think of in CS and xEdit and nothing is out of the ordinary from what I can tell

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