Dangerizzle Posted August 12, 2018 Share Posted August 12, 2018 Hello Nexus forum, first of all thanks a ton for all the helpful information that is floating around here for free!I've come to an issue where googling stuff won't help me anymore :confused: . I hope you guys can help! First of all, my goal is that I want to create something like a council meeting, where the player will be able to make decisions and get quests etc. I've created a chair that has a script on it, as soon as the player sits on it (and fulfills some factionrank conditions etc.) a quest will update. The resultscript in this quest stage, will move all the members of my council to an area right next to the meeting room (I don't want them to just teleport into the room, but I also don't want the player to wait for ages untill everyone enters the room and sits on his chair, so I've teleported everyone right around the corner for the most convenience). After the XXX.moveto XXX part is done for everyone, the last line in my resultscript is "Scenexyz.start()", because I want everyone to basically go to his chair, start talking etc. My problem is, that the scene somehow doesn't want to start :wallbash:.The result I expect is, that the actors enter the room and sit on their chairs but it doesn't happen... I've done some more testing, my quest updates to the desired stage, so the script on the chair is correct and I've also "tfc'd" myself to look around the corner and all the people teleport to my markers, so the quest resultscript seems to work as well, but the scene just wont start. Everybody immediately leaves the room and goes on about his daily activities. The scene I've created has a "sit" package for all my actors, telling them to go to their specific chairs. Things I've also done:- I've navmeshed (and finalized) the cell- I've generated a SEQ file- I've created a variable in my quest that updates from time to time. I want to use this variable (later) so that the chair I'm sitting on updates to different quest stages (and starts different scenes/meetings) every time- I've tried different packages, Travel, SitTarged, Sit, and also removed all the interrupt flags, added a "must complete" flag, but nothing works. Also I've edited the scene actor behavior so that there is no way the npc's interrupt the scene Where I might have screwed up:- The scene consists of sit packages only so far because I havn't written any dialog, maybe the scene just thinks it's finished before it even starts? I've also created a second phase with a condition for security- The actors are vanilla actors. Maybe something bethesda did, has "more priority" to them (I've set my quest priority to 100 just for testing and it didn't made any difference)?- My scene hasn't got any conditions so far. That shouldn't be a problem though (since I've double checked with a lot of bethesda scenes)?- Maybe .moveto doesn't work? I was guessing that maybe everybody tries to complete his current package before starting the scene, so they just immediately leave the room, to finish their business? My problem is that I kinda feel like I'm trying to find a light switch in the dark and I've ran out of candles :D... I just don't know what I could try anymore.I feel as if I still didn't fully understood this scene thing. I've had several issues now, where actors didn't wanted to talk to each other, walk to specific areas etc. I hope you guys got enough information to help me. Kind regards,Dangerizzle Link to comment Share on other sites More sharing options...
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