Calling a Package when a Scene is Interrupted

Post » Sat Feb 09, 2013 9:15 am

I have a scene that is between a Follower and a Bad Guy who has Vital Information. The scene is part of a longer quest but has its own quest for simplicity.

In the middle of the scene, once the BG dispenses the Vital Information, a SetStage is called.

At the end of the Scene, the Follower kills the Bad Guy. The Bad Guy has an OnDeath script attached to him that sets a new stage depending on what stage he died in (pre or post vital information). If the Vital Info has been dispensed, the Follower ForceGreets the player and says "Let's go." This all works out just fine.

However, I am trying to plan for "edge cases" where the Player kills the Bad Guy before the vital information is delivered. The Follower would then ForceGreet the Player and say, "You killed him too soon." This is why I have the SetStage called at the end of the Vital Info.

The stages are being called correctly, but the ForceGreet won't kick in. The dialogue works, but only in the way a "hello" dialogue would work, not even entering into the dialogue camera FX.

I think that somehow the scene isn't ending entirely, despite the actor's death, and there is a package conflict. I have called stops on the scene and on the quest upon the Actor's death, and can't figure out where the conflict is. Even stranger is that the ForceGreet for the "Let's go" dialogue kicks in just fine if the player kills the Bad Guy after the Vital Info, even though the scene is cut several phases short.

I have checked the usual suspects such as conditions.

Anyone who thinks they can crack the case, please throw in your two cents!
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Laura Richards
 
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