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Not sure how to trouble-shoot Failing Force Greet Packages


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Hello, so I setup a Force Greet in my mod with lots of tutorials and awesome help from skinnytecboy. The catch is that it only worked for the save I normally play around with and not for any other save file. I have been tweaking since then and it is now in a non-working state.

 

Steps I have taken:

-Assigned the force greet package to the NPC themselves in addition to the Quest Alias.

-Create a new scene that is started. Has zero phases to it. It is only there for the purpose of potentially facilitating the force greet.

-Changing the branch containing the force greet and linked topics from Normal to Top-Level to Blocking back to Normal

-Verified that the Quest's Story Manager event is receiving the keyword to start the quest (at least I am making that assumption since there is only one quest that uses the keyword after using the SendAndWait())

 

This particular quest was setup with Stages 0, 10, 11, 12, 13, 14, 15, 20, and 30. Currently only 0-20 are in use. 11-15 are used for a home tour scene I setup. Currently only have two Quest Aliases, AJDSCHDidonericGuerdAlias (the actor utilized in both Quest scenes), and AJDSCHLoveInterest for a future attempt to have tailored dialogue responses for Didoneric towards the player's spouse.

 

Properties of the Didoneric alias are Unique Actor (AJDSCHDidonericGuerd), Allow Reuse, and AJDSCHDidonericGuerdForceGreet package.

 

There are two dialogue views (only one has been setup, the other one will be used for a future scene at the end of a different quest). The first dialogue view has three branches. The first branch contains the dialogue for the Force Greet scene, the second branch contains the dialogue for the tour scene, and the third contains normal player-NPC interactions.

 

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The scene that hypothetically is being used to trigger the force greet is started upon the first transport to a particular area. Below is the script for this:

 

 

Scriptname AJDSCHHiddenTowerTeleportScript extends ObjectReference  

ObjectReference Property HiddenSpotRef  Auto  

Event OnActivate(ObjectReference akActionRef)
    ;Transport to the spot
    Game.GetPlayer().MoveTo(HiddenSpotRef)
    Game.EnableFastTravel()
    Game.FastTravel(HiddenSpotRef)

    if (AJDSCHInvestigateLair.IsRunning() == false)
        AJDSCHInvestigateLair.Start()
        AJDSCHDidonericGuerdDialogueKeyword.SendStoryEvent()
        Game.ForceFirstPerson()
        Game.DisablePlayerControls(true, true, true, false, false, false, false)
        AJDSCHDidonericGuerdInitialMeetingScene.Start()
    EndIf
EndEvent
Quest Property AJDSCHInvestigateLair  Auto  

Actor Property AJDSCHDidonericGuerd  Auto  

Keyword Property AJDSCHDidonericGuerdDialogueKeyword  Auto  

Scene Property AJDSCHDidonericGuerdInitialMeetingScene  Auto 

 

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Here is the expected behavior:

https://youtu.be/R4HXTAioUB8?t=1m11s

 

And the current behavior is that the NPC is just standing in place without moving.

 

Any assistance on how I should proceed on troubleshooting this would be appreciated.

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Is there a reason you didn't initiate the force greet in an actual scene?

 

I'm not the greatest with quests and scenes.

But recently after releasing a simple mod that is based on npcs in the cell tavelling to player and asking a question and offering a dialogue option, it makes it look like your doing a lot of things just for a simple force greet, that really is not that complex going by your script.

 

Really for a simple force great and the package hoo haa you have done and then the scripting on top to do the same thing as a simple scene with a start (travel to player) and end phase (greet player with dialogue) in a stand alone quest with a scene flagged as "Start scene on quest Start" and "Stop quest on Scene End" would have been just as easy and self contained imho.

 

A case of a simple myQuest.Start(), scene plays, npc approaches player says the dialogue, the scene stops and the quest stops.

No packages on the NPC or Alias, no stages or objectives needed.

Just a simple alias that fills meeting your conditions criteria when you fire the quest.

 

I must be missing something of what your trying to do.

Edited by sLoPpYdOtBiGhOlE
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As an update, found the issue and the Story Manager quest node is not firing. I went with the suggestion of making it more simple, and I migrated the quest from a Story Manager driven quest to one that is activated by a modified version of the script shown above which starts the quest.

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Glad you got it sorted.

Most cases I find a simple scene is easier for force greet.

 

I like using the SM Event node methods myself, but only when it's required to accomplish what your after to do.

Even then using the SM Event Node you can still use your simple scene quest on the node with conditions to do what your after.

 

I find though that the SM Event method can sometimes fail to fire with good timing when it's already banked up with other story node events firing.

So if it's mission critical that your greet scene needs to play exactly at the right time it's often easier to fire your greet scene from your own events (as your now doing).

Edited by sLoPpYdOtBiGhOlE
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