ForceGreet and Global Variable Issues

Post » Sun Nov 18, 2012 9:13 pm

I feel a little bad for asking for help with two different problems with my first post, but here goes:

Firstly, I'm trying to create a scene in my quest where the player enters a room and a ghost appears, who then walks up to the player and starts a conversation with them - a perfectly standard forcegreet package/scene. However, when tested in-game, the ghost appears and walks toward the player, stopping a short distance from them, but refusing to start a conversation. If you then move away, they continue to follow after you and wait at a certain distance, but still without talking to you. If you then decide to talk to him manually, he starts conversation with the topic he was meant to forcegreet with, and the quest continues as expected.

I have tried to enact the forcegreet by a simple AI package on the ghost with a condition of the quest stage being a certain value, and I have also tried a scene. Both have exactly the same result, leading me to believe that it is a dialogue issue. I have tried adding a 'hello' topic that is the first part of the conversation and the topic the forcegreet enacts, and I have also tried creating an actual topic to have the forcegreet being with - neither works. Making the branch a blocking branch does nothing to fix the issue except skip over the 'hello' topic and move straight onto the next one.


Secondly, in the same quest, the quest-giver gives the player three tasks, that the player can either succeed in or fail in. I want to declare some kind of global variable in the quest script that keeps track of how many tasks the player has failed, and to be able to increment this value by 1 at certain quest stages. Simply declaring an Int Property in the main quest script doesn't work, it continually gets deleted and cannot be reference from stage fragments either. I realise there is a GlobalVariable type, but I couldn't get that to work in the way I wanted, although I may just be doing something hopelessly wrong.

Apologies if I missed out any important details anywhere.
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Brad Johnson
 
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Post » Sun Nov 18, 2012 9:19 pm

I'd suggest taking a look at this thread: http://www.gamesas.com/index.php?showtopic=1403919 and see if its causing your dialog issues. (A simple test that works for most people is to save then immediately reload that save.) It's possible it is also causing your variable issues but not something I have tested.
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Rachel Tyson
 
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Post » Sun Nov 18, 2012 8:39 pm

The dialogue works fine if I just talk to the ghost myself, rather than him forcegreeting me - I've already been doing the load/reload thing.
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Anna Watts
 
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Post » Sun Nov 18, 2012 9:29 pm

Save and load doesn't always fix the dialogue problem, at least not for me.

It's also worth checking to see if your aliases are filling. if the ghost alias isn't filled then the packages wont fire and the scene won't start. I know alias filling was a bit random in my test mod.

It might be worth printing out the reference that the alias points at. And maybe putting traces in the start and end fragments for the package and the scene.
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City Swagga
 
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Post » Sun Nov 18, 2012 4:27 pm

The ghost alias is definitely filling - it is referred to in several scripts and they all operate fine. (I've also checked with sqv ingame).

The scene definitely starts as half of the forcegreet package works - the ghost walks up to the player. The scene never ends, though, as the dialogue part of forcegreet never runs. Pressing 'e' on the ghost though, as he walks towards you, results in correct dialogue progression so it is all there. The forcegreet package tells the actor to start conversation with the 'hello' topic and there is a valid hello line that can be said - he'll say it when you press 'e'.
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yessenia hermosillo
 
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Post » Sun Nov 18, 2012 10:48 am

What forcegreet distance have you set?
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Johanna Van Drunick
 
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Post » Sun Nov 18, 2012 9:44 pm

I've left it at 300, and tried changing it to 100 and 500. This alters the distance at which the NPC stops when it walks towards you, but doesn't make him talk.
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Charlotte Lloyd-Jones
 
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Post » Sun Nov 18, 2012 3:00 pm

Weird. Are there any conditions on the package?
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kasia
 
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Post » Sun Nov 18, 2012 7:19 am

When I used an AI package, I set a condition for quest stages, so that it only ran at a certain stage, but again, the first half of the package ran - the guy walks to me, just doesn't speak. I also tried it as a scene, and there are not conditions on that beyond when I told the scene to start, which is in the stage script section for the same stage as the AI package.
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Alex Vincent
 
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