SilverDragon437 Posted April 2, 2019 Share Posted April 2, 2019 Hey there. So I've been struggling to get past a few scenes that are stuck. Or, moreso, they don't start. I have 2 scenes total right now. The first one started once and only once. Now it doesn't start at all, ever. But I'm not too concerned about this one, its the second one. Its something like this: I have a tavern. The player activates a door. The door script does a small check and then teleports the player to a different clone cell of the tavern. The screen fades to black and the player is script forced to sit in a chair. I also deactivated player controls except for looking around. I also have other (generic) NPCs that are native to the cell and whose only purpose exists inside that cell who are sat down in other chairs the same way. I haven't gotten them to be able to sit (even though the script that works on the player doesn't work on them, weird.) Anyways, this works acceptably fine so far. Next, the NPC "leader" is supposed to walk to a specific spot and give a short speech. ... The rest of the quest is irrelevant for the terms of my actual question. He never walks up or even attempts to. I TFC'd to see him standing merrily in his starting position doing nothing. My quest data looks like this:Stage 0: Nothing, but startup stageThe door when activated then sets stage toStage 10: References my attached script to seat the player and NPCs. Immediately after the seating procedure I have FirstInitScene.Start() And this is where its stuck. The scene doesn't trigger whatsoever. The scene data and referenceAliases are properly set up (Specific Reference, Allow Disabled, Allow Reserved, Optional.) I also generated a SEQ file with SSEedit. I'm 90% sure my scene data is done properly too. I speculate the error may be:1. My scene has no audio, and I heard that no audio can cause scenes to fail. However, I do run it with Fuz Ro D'oh, but does it make a difference? If not, is there a plausible workaround?2. Does Mod Organiser affect it in any way? My mod is in my base folder as an "Unmanaged" mod. I load the game with other mods through MO. So my load order is like... half MO managed and half MO unmanaged. Still, I do sort my esp's with MO. But I have no idea. Hallllp? Link to comment Share on other sites More sharing options...
cumbrianlad Posted April 2, 2019 Share Posted April 2, 2019 just a thought. What saves are you using for testing? Any saves that have seen your mod will bake the original script into them., whether you save whilst testing or not. if you've altered the script and then test on the same save, it will act as if you haven't changed anything! Link to comment Share on other sites More sharing options...
SilverDragon437 Posted April 2, 2019 Author Share Posted April 2, 2019 (edited) I have a savefile that has never seen the mod before that I've been using. So you mean that even loading a save with a mod will bake the script into them, even if you don't save after that? Solved:I found a solution. The scene wasn't playing because the dialogue had no sound. Apparently its a CK/Skyrim bug. All of my dialogue was silent, because I was going to get voice actors a bit later when I have more work done. Anyways, muting my microphone and tapping record for a second and saving it as the soundfile worked wonders and my scenes are running smoothly. Am leaving this here in case anyone else is having this issue. Edited April 11, 2019 by jase1126 Link to comment Share on other sites More sharing options...
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