kobus2010 Posted September 10, 2020 Share Posted September 10, 2020 Fairly new to CK, but not a total newbie. Start my quest mod with clean save (no mods at all) and the 1st NPC force greet I setup won't work, have to initiate conversation - and any succeeding force greet also fails (the mod really counts on force greeting). But if I make an initial save with the mod first, exit and load it - the 1st force greet works and continues to work for each force greet after. I have voice and lip files created and work fine ... if I save first. Wonder if this is a sign things are bad ... should I worry about this or ... ? Also - I keep getting a blank unnamed package upon CK init. I delete it, restart the CK and there it is again and in the warnings file again. Wonder if this is a sign things are bad ... should I worry about this or ... ? I am kinda getting used to funky things happening (sometimes things work, sometimes they don't) and yet I seem to accept it. I no longer get angry. Wonder if this is a sign things are bad ... should I worry about this or ... ? Link to comment Share on other sites More sharing options...
SKKmods Posted September 11, 2020 Share Posted September 11, 2020 I have experienced this "force greet topics sometimes dont seem to register with story manager until they randomly do" issue and is a reason I avoid dialogue based triggers. Its probably something between the AI package and SM. No help, just empathy. Link to comment Share on other sites More sharing options...
kobus2010 Posted September 12, 2020 Author Share Posted September 12, 2020 Thx for mentioning that - I'll start using render window triggers where I can. Link to comment Share on other sites More sharing options...
SKKmods Posted September 12, 2020 Share Posted September 12, 2020 For dynamic stuff I use OnLoad > RegisterForDistanceLessThanEvent. If it hasn't tripped the event to be removed then unregister OnUnload & repeat. Link to comment Share on other sites More sharing options...
Recommended Posts