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Question re: interrupted scene.


csbx

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In one of my quests, there is a scene that has a travel package that has the npc move to an x marker located within the same cell (through several roombounds if that matters). 95% of the time this npc proceeds to the end without issue. But sometimes they stop short and hang out at an idle marker leaving the scene totally unfinished which really messes with additional dialogue that opens up at the scene's completion.

 

How could I prevent the scene from being interrupted ? Or what kind of failsafe can I add to ensure the dialogue opens up no matter what ?

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I had a similar problem - but in New Vegas. There, when it first occurred, I solved it by having the NPC disable himself at the idle marker and enable a second, identical NPC who acted as the original character from there on and walked to the player to get the quest going.

 

The second time, I simply created a duplicate if the idle marker (a new object entirely, not just another instance of the same), and that worked too.

 

That may have fixed it all, but I still don't know why it happened in the first place. Funny thing is, it only ever happened at these two idle markers, never at any others...

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The npc disable / enable shuffle would work e.g. in cases where you needed a different stack of packages. It's the packages that I think are messing me up and I've been trying to put them in scenes as opposed to dropping into the npcs stack.

 

That trick might also work well for another issue I have--the npc wandering back to the spot where he spawned in the first place. No amount of navcutting or disabling his initial idle marker would solve it for me: he always found his way back instead of obeying his freaking sandbox package.

 

Voodoo, man. Thanks for your suggestions.

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