Mktavish Posted September 2, 2017 Share Posted September 2, 2017 Actually I just tested out myself ... and the "con_CloseAllMenus" was crashing the game for me. But I noticed you can get it to close by left mouse clicking ... so I tried out "MenuTapKey 256" with that not working. So I tried "TapControl 4" and that did the trick ;) Link to comment Share on other sites More sharing options...
DoctaSax Posted September 2, 2017 Share Posted September 2, 2017 So I tried "TapControl 4" and that did the trick :wink: Best solution by far. Link to comment Share on other sites More sharing options...
Asterra Posted September 2, 2017 Author Share Posted September 2, 2017 I posted a possible solution that uses NVSE... :confused: Update. I get a CTD about 50% of the time. Not certain it's related to forcibly exiting dialogue. Trying different combinations in the quest for stability. Link to comment Share on other sites More sharing options...
Asterra Posted September 2, 2017 Author Share Posted September 2, 2017 (edited) So I tried "TapControl 4" and that did the trick :wink: Dang. I'll give it a shot. Honestly I didn't expect this weird issue of mine to get so much helpful feedback. Edit: While it lacks the immediacy of CloseAllMenus, which was very convenient, at least there's no chance of a crash. I will try to work around the ~1.0 second added delay. Edited September 2, 2017 by Asterra Link to comment Share on other sites More sharing options...
Mktavish Posted September 2, 2017 Share Posted September 2, 2017 (edited) So I tried "TapControl 4" and that did the trick :wink: Dang. I'll give it a shot. Honestly I didn't expect this weird issue of mine to get so much helpful feedback. Edit: While it lacks the immediacy of CloseAllMenus, which was very convenient, at least there's no chance of a crash. I will try to work around the ~1.0 second added delay. Are you putting it in the "Result Script" Begin ... thats where I tried it , with what seemed nearly no delay.Also I had put in a very short silent audio which did give me the 3 sec delay with no script command ... then thought I removed it after putting in the command ... but maybe it was still working with that having been created in the loose folders? Oh by the way ... do you have a delay set on your Quest ? I didn't have any on mine ... incase that matters? Edited September 2, 2017 by Mktavish Link to comment Share on other sites More sharing options...
Asterra Posted September 2, 2017 Author Share Posted September 2, 2017 So I tried "TapControl 4" and that did the trick :wink: Dang. I'll give it a shot. Honestly I didn't expect this weird issue of mine to get so much helpful feedback. Edit: While it lacks the immediacy of CloseAllMenus, which was very convenient, at least there's no chance of a crash. I will try to work around the ~1.0 second added delay. Are you putting it in the "Result Script" Begin ... thats where I tried it , with what seemed nearly no delay. It's about a half second delay to fade out the dialog menu, and (debatable) another half second while the camera readjusts from the closeup. Yeah, result script. There's only so much you can expect from what's basically a built-in Autohotkey. Currently working out the best way to hide the fact that the NPC is actually trying to say something. Link to comment Share on other sites More sharing options...
Mktavish Posted September 2, 2017 Share Posted September 2, 2017 (edited) Ya I guess depends on how far away the player initiated dialogue ... Because right in their face is pretty fast. I tried a "PlayerRef.MoveTo MyNpcRef 0" which goes to black screen instantly , then about 1 second later brings the view up again.But it is rotating the player 180 degree's , and a Rotate command wasn't changing that ... ^shrug^ Also tried a "showmessage" the button kind. But then that just added another second delay to fading out the dialogue menu after clicking button. Do ya think using the conversation tab , showing subtitles , and using message button for player dialogue input would give you what you want ? Would get rid of zooming I think ? And seems like no delay coming out of message box. What is an example of the scenario you are trying to achieve ? How the dialogue is going ... Edited September 2, 2017 by Mktavish Link to comment Share on other sites More sharing options...
Asterra Posted September 3, 2017 Author Share Posted September 3, 2017 What is an example of the scenario you are trying to achieve ? How the dialogue is going ... I actually finished that mod up. The result is reasonably close to what I was after. Setting up a dialogue entry of " " with a mostly empty audio file was adequate. The only remaining quibble is the pause while the dialogue menu takes its half second to exit, but I'm thinking there's nothing that can be done about that (unless CloseAllMenus is patched to work around the CTD in that circumstance). Link to comment Share on other sites More sharing options...
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