Lerigonith Posted December 9, 2018 Share Posted December 9, 2018 (edited) SOLVED - SEE BELOWI made this post originally in the Skyrim Mod Troubleshooting subforum (wrong place on both counts, yikes) so I"m going to make it again here and I guess... report my own topic for being in the wrong place? Anyways, I need help with a script I made.So I'm making a mod in CK 64bit and I've made a script that should be forcing the player character through a cutscene... Scriptname MTQ01CutsceneScript extends ObjectReference Actor Property PlayerREF AutoObjectReference Property Point1 Auto ObjectReference Property Point2 Auto Event OnTriggerEnter(ObjectReference akActionRef) If akActionRef == PlayerREF PlayerREF.SetAlpha(0.0) PlayerREF.SetGhost(True) Game.DisablePlayerControls(True, True, True, False, True, False, True) Utility.Wait(1.1) PlayerREF.TranslateToRef(Point1, 100.0) Utility.Wait(5.0) PlayerREF.TranslateToRef(Point2, 50.0) Utility.Wait(20.0) PlayerREF.SetAlpha(1.0) PlayerREF.SetGhost(False) Game.EnablePlayerControls() EndIfEndEvent The triggerbox is shown in CK below, with the two xmarkers (Point1 and Point2 defined in properties and tagged by reference) and there are two other triggers that are running successfully that overlap this one. One sets a quest stage and the other starts a scene dialogue. I also have the primitive settings for the trigger and the reference window for the scrip showing the link to the xmarker When the player character runs into the trigger box area (even on new saves) there's just...nothing. They run right through it and the other two triggerbox scripts work fine. Is there something I"m missing here? Edited December 10, 2018 by Lerigonith Link to comment Share on other sites More sharing options...
Lerigonith Posted December 9, 2018 Author Share Posted December 9, 2018 (edited) As an update I've gone through several iterations of the script and also cannot verify if the triggerbox even works (I attached a sound to it and the sound doesnt play either)EDIT: I've also made sure I have a Papyrus log and it's always empty, even with a Debug.Trace function attached to the script =/ Edited December 9, 2018 by Lerigonith Link to comment Share on other sites More sharing options...
Lerigonith Posted December 10, 2018 Author Share Posted December 10, 2018 So I actually found a workaround for this. Since I already had a triggerbox that was successfully running a startscene script, I just went into the Edit Data tab for the scene and added some of my script in fragments in the begin and end boxes, like so: begin utility.wait(3) ; just to add a delay since the scene triggers in the start of a hall Game.DisablePlayerControls(True, True, True, False, True, False, True) Game.SetPlayerAIDriven(True) end utility.wait(0.5) ; again, just to let the script catch up Game.EnablePlayerControls Game.SetPlayerAIDriven(False) I'm also gonna try getting the Alpha and Ghost settings working right, but basically, if you were looking for a good way to scrip a forced cutscene when a scene with dialogue is triggered by something like a defaultStartScene triggerbox, this is a way to do it. Now I just have to figure out why the heck my NPC refuses to use the travel to Falkreath package I gave her Link to comment Share on other sites More sharing options...
Recommended Posts