ghostjs Posted March 28, 2014 Share Posted March 28, 2014 (edited) I am going through tutorials for the creation kit, and I am currently working on this one http://www.youtube.com/watch?v=rter3FIzvZs&feature=share&list=UU17xdIl_0OzloF5y9MOLOWg&index=5 I have followed it, but when i try it out in game, the NPC does not forcegreet the player. He will walk toward me but wont say his lines or advance the quest. If anyone could help it would be appreciated. -edit- I don't know what kind of information would be helpful, but basically the mod is trying to get an npc to force greet the player causing a scene to play were the player hears a voice and kills the npc. the npc has the forcegreet package attached that will use a new dialog branch with the script "GetOwningQuest().SetStage(10)" attached. Quest Stage 10 has this attached, " alias_Narrator.GetRef().MoveTo(alias_Player.GetRef()) alias_Narrator.GetActorRef().SetAlpha(0) game.DisablePlayerControls(abCamSwitch=true,abSneaking=true) game.ForceThirdPerson() game.SetPlayerAIDriven(true) KillingTrigger.Start()" KillingTrigger is a property to call the scene. The scene is supposed to play dialog int he first phase. Have the player kill the npc in the second. Then play dialog in the third. The scene will play(minus the dialog) if i force it in command console and then advance to stage 20 like it is supposed to. Stage 20 plays like it is supposed to with no problems. Edited March 28, 2014 by ghostjs Link to comment Share on other sites More sharing options...
ghostjs Posted March 28, 2014 Author Share Posted March 28, 2014 bump for edit Link to comment Share on other sites More sharing options...
dimmu1313 Posted March 29, 2014 Share Posted March 29, 2014 When you say he walks towards you, do you mean he appears to do that deliberately, or just from his normal milling about? Also, it sounds like what amounts to a cutscene is what you are trying to trigger when stage 10 runs. do you have a "startup stage" defined, like stage 0? also, could this be the SEQ bug? I'm assuming the quest is set for "start game enabled". I was planning on using forcegreet for some of my own mod's npc's and now i'm glad i didn't. this sounds way more complicated than it should be :/ Link to comment Share on other sites More sharing options...
KorinOo Posted March 29, 2014 Share Posted March 29, 2014 Try saving and loading your game before you trigger the script/scene. It worked for me, probably worked for few other people who i recommended it (they didn't say if it worked or not), and it should work for you. I have read somewhere it's a bug that got introduced in one of the latest patches. Damn, i remember it took me ages to figure it out... Link to comment Share on other sites More sharing options...
ghostjs Posted March 29, 2014 Author Share Posted March 29, 2014 Okay, saving and loading right before i got within range of the forcegreet got everything running. Now I just have to go find out why one of the lines played in the wrong spot. Thank you guys. Link to comment Share on other sites More sharing options...
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