ArronDominion Posted August 29, 2015 Share Posted August 29, 2015 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. ---- 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 -------- 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. Link to comment Share on other sites More sharing options...
sLoPpYdOtBiGhOlE Posted August 29, 2015 Share Posted August 29, 2015 (edited) 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 August 29, 2015 by sLoPpYdOtBiGhOlE Link to comment Share on other sites More sharing options...
skinnytecboy Posted August 29, 2015 Share Posted August 29, 2015 He's using greet to initiate dialogue. The dialogue branches allow to then initiate a separate scene. Arron, have you tried reloading your save? Link to comment Share on other sites More sharing options...
sLoPpYdOtBiGhOlE Posted August 29, 2015 Share Posted August 29, 2015 Doesn't look like from the script he's posted.Looks more like he's teleporting somewhere after activating something and a npc force greets when you get to the teleport destination. I stand by what I say, do a simple scene, instead of an scene with no phases. Link to comment Share on other sites More sharing options...
ArronDominion Posted August 31, 2015 Author Share Posted August 31, 2015 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. Link to comment Share on other sites More sharing options...
sLoPpYdOtBiGhOlE Posted August 31, 2015 Share Posted August 31, 2015 (edited) 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 August 31, 2015 by sLoPpYdOtBiGhOlE Link to comment Share on other sites More sharing options...
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