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Scenes don't do anything


Brudy

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I am working on a mod which uses a scene. I know the scene is starting and moving through phases, because I can see the Papyrus debug notifications. But the dialog actions are not doing anything. Voice is recorded (regular dialog works fine).

 

I have been tinkering with it, but the current setup has two phases, one actor. In phase 1 there is a 2 second delay, with an AI package directing the player to do nothing. Phase two has the dialog action scene and a 2 second delay. No dialog occurs, but fragments attached to various parts of the scene work.

 

What might I be doing wrong?

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Im not too good at this stuff, but since i post it will bump for ya as i add my two cents :P.

 

Do you think the AI Package telling the npc to do nothing could be a problem? Wouldnt that make the AI think hes not supposed to say his dialogue? Or is it another npc that isnt speaking?

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My scenes are messed up too. Sometimes they start and sometimes they don't. I started hating the creation kit years ago.

Edited by Anikma
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Scenes are tricky things. They can get messed up when you alter actions.

 

Each action should run in order (note the action numbers) so it's important to plan ahead.

 

 

Each action will try to finish before allowing the next phrase to occur. For instance if you have a moveto package underneath a line it will force the move to complete first if it's action number comes first.

 

Oh and don't forget to re - seq your voice files and run from a clean save always.

 

If in doubt. ..just try creating a new scene.. 9/10 times it will work.

 

In my experience, scenes break when you change anything.

 

Edit: @Brudy. Thinking about it, I suspect your issue is because you're placing a timer in the same phrase as your package. Correct me if I'm wrong but timers are best used for empty phrases. They count down before moving to the next. Try having a single phrase with the package and then copy the package to a second phrase with your timer.

 

1. Do action

2. Keep doing action with timer

3. Keep doing action and talk

Edited by skinnytecboy
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I'll revisit the timers, but I have recently been having better luck by adding more timer actions. I was tearing apart various Bethesda scenes, and noticing how they used delays.

 

Clean saves are def important. I remade mine because it wasn't ''clean" enough. Redid the intro scenes and waited for the follower to go into the house, at that point saved. When you first hit Riverrun, it may feel like the intro is over, but scenes are still running.

 

I agree with the suggestion of redoing a scene from scratch if it isn't working right. On a couple of occasions that has worked.

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