Dangerizzle Posted August 12, 2018 Share Posted August 12, 2018 I've realized, that I posted this topic in the wrong forum, so @all moderators, please delete this topic from the "skyrim mod talk" forum... 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 (I've used "getstage" console command ingame), 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" breaks the ai? 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...
Shivzz0119 Posted August 12, 2018 Share Posted August 12, 2018 (edited) Hi I don't know if this will help much but you could try ForceStart() (like start but kills anything else the NPC is involved in, i.e. its more aggressive).Try using IsPlaying() as a debugging tool, 1 = yes, 0 = no. If those two don't help you, consider their Aliases have not been filled correctly due to being in use by other quests. Please also note that most times, their current packages could prevent them from starting new ones. Consider opening up their aliases and adding a Sandbox package, or waitAtCurrentLoc or something of the sorts to override their AI Packages. (You might have to use an EvaluatePackage() command.) Oh and BTW, you're scene should have some conditions just to get it going. A lot of them made by bethesda do, especially the important main quest ones. Edited August 12, 2018 by Shivzz0119 Link to comment Share on other sites More sharing options...
Dangerizzle Posted August 12, 2018 Author Share Posted August 12, 2018 Hey, first of all thanks for your answer! I've used ForceStart(), and did some debugging using papyrus. Papyrus said that the scene was playing but it still didn't work (I also added conditions to my scene now btw).Out of curiosity I've created a completely new NPC with no packages and nothing on him at all, even he didn't wanted to sit on one of the chairs, this made me think if maybe something with the cell is wrong? It's getting weirder and weirder... Kind regards,Dangerizzle Link to comment Share on other sites More sharing options...
Shivzz0119 Posted August 13, 2018 Share Posted August 13, 2018 Very strange indeed. Maybe you're NPC's can't interact with the furniture OR there must be something wrong with your package. Or maybe the MoveTo(). Try placing an NPC in the cell itself (although the way this is going it might not make a difference) Maybe provide Screenshots of your package or scene? Link to comment Share on other sites More sharing options...
Dangerizzle Posted August 13, 2018 Author Share Posted August 13, 2018 Hey Shivzz0119, I think I solved it! I've remade the scene from the ground up and added one actor after the other until at one point, the scene stopped working again.The vanilla NPC causing the problem was Tolfdir :laugh:, I've checked his factions and saw that he is in a faction that is called something like "never fill any aliases faction" (why would you want to have something like that anyway). To fix the problem I've created a Tolfdir duplicate, moved the duplicate out of the faction and used him in my scene, now it works. So this weird faction that he was in was causing the trouble. Thanks a lot for suggesting the debbuging by the way! I've finally learned how this papyrus debug thing works :-). Kind regards,Dangerizzle Link to comment Share on other sites More sharing options...
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