kesabelus Posted February 12, 2017 Share Posted February 12, 2017 After playing certain affinity scenes, I lose the ability to bring up the talk scene (relationship/dismiss/your thoughts) with my custom companion. He'll just blurt out an idle topic when I hit the talk option and end the conversation. His friendship scene is the only affinity conversation that doesn't break his talk scene and I can't figure out why. I've redone all the scripting for his quest, even rolled back to a previous version and remade his affinity scenes but encountered the same problem. Does anyone know what's happening? Link to comment Share on other sites More sharing options...
vkz89q Posted February 12, 2017 Share Posted February 12, 2017 (edited) Hard to say. Could be many things. Double check your conditions. Make sure all affinity scene endings set quest state correctly. For example friendship ending sets quest state to: "Friendship scene done". Debug with console. Click your companion and after affinity scene and type "getav Ca_wantsToTalk" and check it's 0 after conversation. Tripple check everything using vanilla companions as example. There's propably some small thing you are missing. If you used vanilla companions as example, make sure all variables, properties and scripts point to your companion. Make sure quest priorities are set like vanilla companions. Test with clean save. Are you following any tutorials from youtube? Some of those tutorials do things bit bad, missing stuff. That means they can break dialogues pretty easily. Just something I noticed when I started working on my mod. If nothing else helps, check everything step by step as using vanilla companion as example. Every reply, every script, everything. IF even that doesn't help, I guess you gotta have someone check your file or redo everything. I used vanilla companions as example and every scene works. Edited February 12, 2017 by vkz89q Link to comment Share on other sites More sharing options...
kesabelus Posted February 12, 2017 Author Share Posted February 12, 2017 (edited) Thanks, I'll try all those. It's usually something small I've missed haha. As a test, I quickly mocked up a new companion and his affinity scenes didn't break his talk scene. As far as I could tell I didn't do anything differently to how I did it on my proper companion, so I'm worried I might have to restart. And affinity was the last thing I had to do, so darn. Edit: For tutorials I used Seddon4494's Youtube tutorials but I haven't found any guides on how to implement companion affinity, so I've been looking at vanilla companions for reference. Edited February 12, 2017 by kesabelus Link to comment Share on other sites More sharing options...
vkz89q Posted February 13, 2017 Share Posted February 13, 2017 Yeah, it's really easy to miss something small. I just had Cait dialogue open all time and made my quest step by step. Test after every affinity scene. Slow and tedious. Just made some placeholder dialogues like "blabla" etc and filled those later when everything was working. Basically just manually copied Cait and later modifed amount of responses etc when they worked. Remember to SAVE every 5min or so, because CK just loves to crash when you have multiple quests open. Also sometimes you don't see all changes until you close and reopen quests. Like I said, slow and tedious. But once you get it done it becomes really easy to modify how you want. I didn't find any guides about affinity so basically only way to do it is to look at vanilla companions. Get mod that removes affinity like/dislike etc cooldowns and console command chems or whiskey to you and make your companion hate/love them. Very fast to test affinity "natural" way. Link to comment Share on other sites More sharing options...
kesabelus Posted February 13, 2017 Author Share Posted February 13, 2017 I did the same with Nick's quest open, constantly double checking my work against his, and I've just started making placeholder dialogue to test with. Then loading from a clean save every time I wanted to test changes I've made. To test affinity I'd set his affinity just below the threshold then mod a weapon and earn the last affinity bump to trigger his next scene. I've gone over everything multiple times, so I think I have to restart from scratch. It won't take as long this time because I know what I'm doing, but I am not looking forward to implementing all his dialogue again haha. Thanks for your input! Link to comment Share on other sites More sharing options...
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