apellis Posted June 30, 2023 Share Posted June 30, 2023 While testing my trainer mod, I've come across a recurring issue with the dialogue conditions being met, but the dialogue and the resulting scripting not executing. I load a new game and COC to the trainer's location.I engage in training until the script sets the global to teleport the player elsewhere.The next training teleports the player as expected and the NPC package relocates executes, also as expected. I wait 24 hours for the NPC to show up at the new location.I COC to that location and begin training again.When the script sets the global to teleport, the next training only plays the greeting.I do not get the choice menu to choose the specific skill training and the player does not teleport. The above usually happens on the second round of training, but a couple of times went to a 3rd round. Checking the vars with sqv shows them with the expected values. If I wait the 5 - 7 games days for the NPC package to execute, the cycle repeats. I am really at a loss. Anyone got ideas? Link to comment Share on other sites More sharing options...
scorrp10 Posted June 30, 2023 Share Posted June 30, 2023 Could be just about anything. Without seeing actual .esp and scripts, I doubt anyone can help. Link to comment Share on other sites More sharing options...
maxarturo Posted July 1, 2023 Share Posted July 1, 2023 (edited) As said above. But taking in account one of your previous post where you mention that a fade to black fx is played on the player for a few seconds, and you advance the game by 24 hours. This here alone could be a cause for generating a number of problems, or even worst, completely messing up a user's game, modded or un-modded, just to be a little more precise: - Any mod or game's functions running that rely on the game's timeline, like all 'RegisterForUpdate' functions which work by adding a marker on the game's timeline, and by setting a time, you are actually skipping / jumping time and leaving a hole in the timeline for any register function that could have set a marker in between. And this is just one example. This function to set the game's time should be avoided at all cost, actually should never be use. Edited July 1, 2023 by maxarturo Link to comment Share on other sites More sharing options...
apellis Posted July 1, 2023 Author Share Posted July 1, 2023 Never heard / read that about game time.I'll remove it and see if it makes a difference. Link to comment Share on other sites More sharing options...
maxarturo Posted July 1, 2023 Share Posted July 1, 2023 (edited) I'm not telling you that this is the cause of your issue, since to pointpoint it one needs to see in person your mod. But, I'm providing insights of the particular function not documented on the creationkit website. I had used this function for a kind of similar application in one quest mod, and after testing and playing the game for some time, since testing this particular mod requires time due to its size, I encounter a plethora of problems which all were generated from the moment that particular function fired. After some heavy and extensive testing of that function it resulted as non safe function to be used, under any circumstance. * I just provide an insight for what's going on under the hood on an non commercial program developed only up to the point that it served the company's need to develop the particular game, and not to create a safe modding tool for the modder. What you will do with this data, it's up to you. Edited July 1, 2023 by maxarturo Link to comment Share on other sites More sharing options...
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