Troubles with my scene setup

Post » Sun Nov 18, 2012 12:03 am

I'm not sure if anyone could even help me with this, but you never know.

I've got a scene I've set up that gets triggered by a triggerbox.

This is the script that fires my scene:
Scriptname LoDBloodfangCaveSceneTriggerScript extends ObjectReference  Event OnTriggerEnter(ObjectReference akActionRef)if(akActionRef == Game.GetPlayer()) ; This condition ensures that only the player will trigger this codeDebug.Notification("Player entered the trigger box")WardSphere.Enable()LoDStoryQ001BloodfangCaveBossScene.Start();LoDStoryQ001.SetStage(20)EndIfEndEventQuest Property LoDStoryQ001  Auto  ObjectReference Property WardSphere  Auto  Scene Property LoDStoryQ001BloodfangCaveBossScene  Auto  

So what happens is I step into the triggerbox, I get my debug note, then I see my debug note for the scene start, and then it instantly afterwards, with none of the dialogue or movement packages triggering.

If anyone has any suggestions as to what my issue may be here, feel free to suggest away!
User avatar
Melanie
 
Posts: 3448
Joined: Tue Dec 26, 2006 4:54 pm

Post » Sat Nov 17, 2012 10:19 am

I assume you mean it instantly finishes? Is there any combat going on around you, or other people talking? Are there any conditions on your phases? If you put debug messages at the start and end of the phases, do you see them?
User avatar
~Amy~
 
Posts: 3478
Joined: Sat Aug 12, 2006 5:38 am

Post » Sat Nov 17, 2012 9:19 pm

No conditions on any of them, I just added debug messages to each phase and they all fire 1 after another, which is really weird since one of them is a "Wait 10 seconds" just to see if it was working, and another is an AI travel package.
I have no idea where I'm going wrong here, in terms of setting up I used the official scene tutorial as a base and expanded upon it. :-/
User avatar
Bedford White
 
Posts: 3307
Joined: Tue Jun 12, 2007 2:09 am

Post » Sat Nov 17, 2012 4:00 pm

Are all your aliases filled correctly? I've run into something like this as well and it turned out that one of my actor aliases is not getting filled correctly for some reason, restarting from a clean save did the trick.
User avatar
michael danso
 
Posts: 3492
Joined: Wed Jun 13, 2007 9:21 am

Post » Sat Nov 17, 2012 11:44 am

Ah, I'll go through with a brand new test character when I get home.
User avatar
Je suis
 
Posts: 3350
Joined: Sat Mar 17, 2007 7:44 pm

Post » Sat Nov 17, 2012 6:23 pm

You don't need to make a new character. Simply load your game with your mod disabled, make a save, then quit, re-enable your mod, restart your game and voila, you should have a clean save state.
User avatar
Myles
 
Posts: 3341
Joined: Sun Oct 21, 2007 12:52 pm

Post » Sat Nov 17, 2012 11:35 am

That is not guaranteed safe. Scripts are saved with the savegame and may continue to run, preventing update, after the mod has gone. You really need a save your mod has never been near.
User avatar
sally coker
 
Posts: 3349
Joined: Wed Jul 26, 2006 7:51 pm

Post » Sun Nov 18, 2012 1:43 am

Yeah, I'd be starting a new game to test just to be sure anyway.
User avatar
..xX Vin Xx..
 
Posts: 3531
Joined: Sun Jun 18, 2006 6:33 pm

Post » Sat Nov 17, 2012 3:04 pm

So I tested with a brand new clean save, this time only phase 1 and 2 fire, then nothing, I'm very confused, I've even remade the scene again just to be sure and it still won't work properly. My actors are a little way away from the player, could that be interfering? Gonna try the scene with them close up anyway, just in case.

Edit: Think I figured out the problem, I had made an AI package for my npc's to not engage in combat with the player, as usually they would be hostile, if I TCL over to where they are and activate them it pushes them through the phases, so I guess I'll remove my packages and test again in a moment.

Edit: Is there a better way to stop hostile npc's from engaging the player than packages? Or maybe a specific package that does it? Or a faction? This is something totally new to me. :-P

Figured that part out.

Scene still isn't progressing properly however, now the first phase of my scene actually says the dialogue written for it, then phase 2 starts and never goes any further than starting, dialogue never triggers. I am oh so confused.
User avatar
yermom
 
Posts: 3323
Joined: Mon Oct 15, 2007 12:56 pm

Post » Sat Nov 17, 2012 11:53 pm

I had a couple of complex scenes that worked perfectly right up to the 1.7 update.

I'm not ruling out an error on my part, but our could be a problem with the update.
User avatar
Ownie Zuliana
 
Posts: 3375
Joined: Thu Jun 15, 2006 4:31 am

Post » Sun Nov 18, 2012 12:10 am

I'm hoping it's just an error on our part, I'm trying to do a "learn one thing at a time" thing here and this'll throw me all off pace if I have to skip it for now.

Edit: Okay, I can't even get a simple test scene to start up now, is there anyone who IS able to get any scenes working?
User avatar
Tamika Jett
 
Posts: 3301
Joined: Wed Jun 06, 2007 3:44 am


Return to V - Skyrim