JetSteele Posted February 11, 2016 Share Posted February 11, 2016 As the title says after a scene is played the dialogue options aren't able to be clicked on afterwards (the NPC is a custom one with a custom voice directory). I've generated the SEQ and put it in the proper place (done it before) however the only way to re-unlock speaking with the NPC is to leave the cell and re-enter it; at the moment only the first dialogue topic is done so I'm unsure if this affects all dialogues or just the 1 topic. The scene ends with a dialogue and I also have a stop function at the end. Encase its important the players controls are locked for the entire scene and unlock after the scene is done. Does anyone have an idea what can cause the dialogue to get stuck like this? *Edit: Also the dialogue only locks up after the scene plays, if you just talk to the person then the dialogue plays normally; and there is voice files associated with the dialogue already. Link to comment Share on other sites More sharing options...
lmstearn Posted February 12, 2016 Share Posted February 12, 2016 Locking the player controls worries me a bit. How was that done exactly? Link to comment Share on other sites More sharing options...
JetSteele Posted February 12, 2016 Author Share Posted February 12, 2016 Using Game.DisablePlayerControls() and Game.EnablePlayerControls() at the beginning and end of the scene. Link to comment Share on other sites More sharing options...
lmstearn Posted February 13, 2016 Share Posted February 13, 2016 Everything is ok when the player controls aren't set?What does the calling script extend?Might be an engine bug. What are the results from debugging with sMenuControlsEnabled or IsActivateControlsEnabled?It's a long shot, but try just one or two params of DisablePlayerControls. Link to comment Share on other sites More sharing options...
JetSteele Posted February 13, 2016 Author Share Posted February 13, 2016 Yes everything is fine when the controls aren't set. The script extends scene hidden; debugging the controls after the scene ends says that they are enabled. Tried 1 and 2 parameters but it still did the same thing. I'll try it without the disabling of controls just to see if it also occurs. Link to comment Share on other sites More sharing options...
JetSteele Posted February 13, 2016 Author Share Posted February 13, 2016 I've removed the disabling of controls and the dialogue still isn't able to be clicked on. The options appear but they cannot be clicked and the voice file played. It does seem like its an engine bug. Link to comment Share on other sites More sharing options...
lmstearn Posted February 14, 2016 Share Posted February 14, 2016 When the scene ends with a dialogue is that done via force greet on Player? Disabling/Enabling Player controls should work in an ObjectReference script.Do these console commands show anything in the dialogue? IsScenePlaying <sceneID> IsSceneActionComplete <sceneID> SetActionComplete <console: click on actor> IsScenePackageRunning <console: click on actor> How do the quest variables look and compare to in-scene and in the failed dialogue? <Console: SQV>Are the aliases Unique Actors or specific references? It's a possiblity an actor reference in the scene is not the same as the one in the dialogue. (console mode <> click on actors for ID) Edit:Wouldn't do any harm to browse through the scene data in Xedit. I've been toying with the idea of doing a pascal script for scene manipulation in Xedit. Just got to brush up a little on the Pascal (or was it Algol?) used some time in the misty disty past. :tongue: Link to comment Share on other sites More sharing options...
JetSteele Posted February 17, 2016 Author Share Posted February 17, 2016 The dialogue is done through the scene so...yes? I'm not sure if scene dialogue is considered forced but it activates when the scene stage is activated so I'm assuming that scene dialogue is considered force greet. The scene is finished and shutdown after its finished (I even put a stop() command on the scene itself as an added precaution). The commands didn't unlock the NPC dialogue post scene and the variables are all set properly afterwards. The actors are forced references to a specific actor in the world. I'll look at the scene in Xedit and see if I could find anything out of the ordinary there. Link to comment Share on other sites More sharing options...
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