Exceedingly strange scene glitch

Post » Sun Nov 18, 2012 3:03 pm

OK, so I have a scene where my guard captain lines up his guards in formation and addresses them. At a couple of spots in the scene the guards answer him with the proverbial "Sir, yes SIR!" bark. All this works wonderfully, and the scene runs through and ends without a hitch. (I even have a MyScene.Stop() in the end of the scene, as well as in the stage it sets just to be sure it is not running) The end of the scene triggers a stage that begins my radiant quests to take each guard out on a mission to evaluate their skills. When that quest starts you talk to the captain and he instructs you to take the Argonian guard out first. Again, all of this works perfectly.

However, if I haul ass to my guard captain as soon as the scene stops and the radiant quest starts, get the objective to go take the lizard, go to the lizard and tell him to follow me, I sometimes get his response of "Sir, yes SIR!" that he says to my captain. When this happens the dialog he's supposed to say about "Where are going, and what kind of mission" does not fire. It's like a remnant from the previous scene is lagging behind in his dialog, lol. According to the wiki, the Beth developer says you don't even need to set conditions for your NPC to say their lines in a scene (although I do because of my custom voice type). But this dialog should NOT be available for him after that scene. I even put a "Say Once" check on those lines and they still show up like this sometimes.

What's even more strange is that if I wait 1 hour, the dialog never comes up like that. But I would really hate to have to put a 1 hour timer on this section of my quest. The good news is that it appears to clear up if you save when you get the anomalous dialog and reload. And, it don't happen every time - ONLY when you haul ass as fast as you can from stage to stage (like many, if not most players will do.)
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Juan Suarez
 
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Post » Sun Nov 18, 2012 1:42 pm

Have you tried forcing him to evaluate his packages when the scene stops?
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Kara Payne
 
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Post » Sun Nov 18, 2012 11:17 am

Have you tried forcing him to evaluate his packages when the scene stops?

Oh yeah, definitely, that's set by the stage that gets set when the scene ends. As soon as the scene ends, they all go on separate patrol routes (12 total for 6 guards) that also includes training with target dummies, sleep, sandboxing and what not. It's fairly complex actually, and that all works flawlessly.
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Emmie Cate
 
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Post » Sun Nov 18, 2012 5:00 am

Just threads, I think Balok.

The problem with the thread model is that stuff no longer has to wait ... It goes off in its own thread and gets its own stuff done.

Unless you have one of the functions that forces the game to wait while all operations are complete (there's a word for these functions, but I forgot it!) then you can't rely on a sub-thread having finished when all the rest of your main thread has.

I have a similar setup and, just like you, if I race to get to the next stage of it I often find I'm there before the correct dialogue is ready /// In the end, I just made the distance you have to run a bit further ... and then a bit further still ... issue has never occurred again.
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Kayla Bee
 
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Post » Sun Nov 18, 2012 3:24 am

Thanks h4, that's kind of what I figured (and hoped!) - that it was something internal in the game that simply had to run its course, because I know for sure my conditions are set properly. If not, the packages and stages would not be updating after the scene ended and everybody would just be standing there with their finger up...well, you know, lol!

I have often wondered if many of the bugs people experienced after the first release were simply related to these threads, and people just not giving the game time to catch up? I play a very methodical and slow paced game, and TBH, I never experienced that many bugs, and wondered if this is way.

The good news is that all they have to do is save and reload and it appears to be fine.

Thanks again!
:foodndrink:
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lauren cleaves
 
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