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[WIP] Maxwell's World: A haunted amusement park quest mod that's looking for help!


trainwiz

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Maxwell's World is officially done!

 

http://i.imgur.com/BnCQHzi.png

http://i.imgur.com/h3ExOaN.png

 

 

Sort of. What we're missing now is a lot of bugtesting, which means testing is officially open for those who apply!
Keep in mind, you need to be on PC, and have at least a passing knowledge of how to use the console to get yourself out of situations. It's a bugtest after all! You can PM me if you want in.
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Unfortunately, we've run into two MAJOR issues while testing, which are so gamebreaking that it would be impossible to release without solving them.

 

https://community.bethesda.net/thread/82143

https://community.bethesda.net/thread/82144

 

If you really do know what causes these two issues, please, we need your help.

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If you really do know what causes these two issues, please, we need your help.

The first problem looks very odd to me. Finalized navemeshed should do a thing + the triangle under the Door marker should be of proper size and shape, the game likes to ignore very narrow triangles. But, since you've stated everything is fine with navemeshes, no idea what the crap is going on.

 

About the actors in a scene. "But the issue is that it doesn't occur consistently. If I reload the cell or game, the scene will work without issue. SQV confirms the alias for the actor is loaded in these situations, but for whatever reason that phase doesn't work, even in situations where the scene played, and the scene belongs to a quest where other scenes in the quest worked without issue.

Since the phase works or doesn't work randomly, it doesn't seem to be an issue with conditions either. Like I said, the aliases are filled, and voice files are present." There is something wrong in your words, the puzzle pieces don't match. Lemme explain.

 

First, it's not about random. You're saying the second phase doesn't play, while the rest do. And so you come to a conclusion, that aliases are filled correctly and it's not about conditions. Nope, it's not the case. The algorithm is as follows: a phase is initialized for the actors in it (for the aliases to be accurate). IF for one of the aliases the conditions don't match OR this scene is not the first in stack (for any particular alias), then for THIS particular alias the scene phase gonna be skipped! That perfectly corresponds with what you get. Let me put it that way. Even if you disable the second character during the first phase, than it will be scrolled to the third without any probs.

 

That being said, it is about conditions for the particular actor in scene and not the scene as entire action. And it is about being on top of the stack (queue) for all of the aliases. Plus. You've claimed this scene to be a "random dialogue event" if I'd understood this thesis right. So a question comming straight at ya: how the aliases are set exactly (aliases tab)? is the owning quest for this scene (dialogue) is set to be fired via ActorDialogueEvent (quest tab)? Have you made this stuff to be handled by SM Event Node? The pictures would be very welcome. It's impossible to discuss and look for an error with no that data provided.

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actor packages mostly rely on game time to fire procedures off properly, so a low timescale can interfere with behaviors and quests, not limited to follower packages and scenes

 

perhaps you need a perpetual storm or perpetual fog instead of perpetual night?

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If it works on one computer and not on the other, I'd take a closer look at the specs of the computer and other mods loaded.

 

I recall hearing about issues with Scrap everything, some folks with slower machines had massive delays in some scripts firing with it. Other folks like me, had zero issues. Just a thought that perhaps there is something else going on.

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