Currently working on a complex scene. Need to know something

Post » Wed Jun 20, 2012 7:47 am

So, should changing a quest stage Mid-scene cause it to stop working? I have a scene that should be working, but it changes quest states. I have an actor that is supposed to execute a package (non-scene related, default AI package) when the quest stage is < 30. This package works, however, when I change the quest stage to 30 (which is changed in the Scene Begin fragment of my scene), the actor continues to execute his QS < 30 package, and refuses to do the scene package prescribed to him. I even added a line of code to the "On End" fragment of his QS < 30 Package:

akActor.EvaluatePackage()


I added this in an attempt to make him run the proper package (the scene package) when he finishes executing his QS < 30 one.



Any help appreciated.
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Robert Devlin
 
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Post » Tue Jun 19, 2012 9:41 pm

Regardless of requirements, scene packages are always added directly to the top of the stack, so that isn't the issue.

I'm having scene troubles too. My characters randomly stop halfway through the scene... Do you have any conditions on the scene package? You shouldn't. All scene packages will be executed ONLY when they are called on as an action in your scene. Same with dialogue. You do not need conditions, as they cannot be said anywhere else, and the game fills the role of the speaker based on the alias of the 'Actor' you declare in the scene.

Try taking any conditions off the scene packages, if you have any on them.
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Add Me
 
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Post » Wed Jun 20, 2012 8:00 am

Regardless of requirements, scene packages are always added directly to the top of the stack, so that isn't the issue.

I'm having scene troubles too. My characters randomly stop halfway through the scene... Do you have any conditions on the scene package? You shouldn't. All scene packages will be executed ONLY when they are called on as an action in your scene. Same with dialogue. You do not need conditions, as they cannot be said anywhere else, and the game fills the role of the speaker based on the alias of the 'Actor' you declare in the scene.

Try taking any conditions off the scene packages, if you have any on them.

A. This is wrong. Scene Packages are supposed to have precendance, but they do not. If you want, I can send you a video to prove it. I have a scene in my mod where an actor in the scene executes his default package, when he is supposed to be involved in a scene.\


EDIT A: actually, this may be caused by the fact that I don't have any actions for that actor during the scene. I'm prolly wrong about A.


B. My scene packages have no conditions on them.
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dav
 
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Post » Wed Jun 20, 2012 1:59 am

A. This is wrong. Scene Packages are supposed to have precendance, but they do not. If you want, I can send you a video to prove it. I have a scene in my mod where an actor in the scene executes his default package, when he is supposed to be involved in a scene.

B. My scene packages have no conditions on them.
There appear to be a lot of package issues. For example, many of us are having issues where alias packages aren't stacked on top either... As for who it affects, it seems to be random.

Can you ensure that your quest is actually advancing the quest stage? Ingame use SQV YourQuestID to check. Make sure you have created that stage in your quests Stage tab. (It's basic, but I've forgotten stupid stuff like that before) Make sure your packages are on the right actors, and that the actors are pointed to the correct alias's. (The right in world references) Also make sure that your alias's are being filled. (Via SQV again)
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Laura Samson
 
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Post » Wed Jun 20, 2012 6:06 am

Yes. It is on the right stage.

It starts on stage 29. I have a DEBUG box that shows up when the scene trigger is activated, and another one in the "Begin Scene" fragment to let me know that the scene is started. In that same "Begin Scene" Fragment, I also have

 MOD1QPart1.SetStage(30) 
*MOD1QPart1 is my quest property.

In game. I hit the trigger, get the two messages and then my QS is set to 30. (I have checked. with console.)



Make sure you have created that stage in your quests Stage tab. (It's basic, but I've forgotten stupid stuff like that before)
Yea.. I checked that... I've done it before too. XD
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Jonny
 
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Post » Wed Jun 20, 2012 9:01 am

What I'm trying to figure out is how to combine scenes with dialog views? For example, start a scene, then halfway through have an NPC forcegreet and go to a dialog view, then return to the scene, have another NPC forcegreet to a different dialog view, etc...
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Nicholas
 
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Post » Wed Jun 20, 2012 2:25 am

Also, It appears Two of My scene references are showing up as none.


Like
SQV MOD1QPart1:


Ref '*******' -> NONE
'Same Thing '
--- Quest State-----------
Enabled? Yes
State: Running
Current Stage: 30
Priority 60
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Rebecca Dosch
 
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Post » Tue Jun 19, 2012 9:41 pm

Also, It appears Two of My scene references are showing up as none.


Like
SQV MOD1QPart1:


Ref '*******' -> NONE
'Same Thing '
--- Quest State-----------
Enabled? Yes
State: Running
Current Stage: 30
Priority 60
Are your alias's Unique Actors? I had mine as that, but they refused to fill until I made them specific references... I know it's more memory intensive and a bad idea, but they just wont fill otherwise... :(
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Kate Norris
 
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Post » Wed Jun 20, 2012 10:23 am

Are your alias's Unique Actors? I had mine as that, but they refused to fill until I made them specific references... I know it's more memory intensive and a bad idea, but they just wont fill otherwise... :(

I had the same problem with the other 3 Unique actors I had. They filled because I changed them to forced references. Lemme try that for these guys.



EDIT: Forcing Reference Didn't work either.
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Zosia Cetnar
 
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Post » Wed Jun 20, 2012 5:48 am

AJV - I finally used "reserves reference" as well with my unique actor alias and it made a difference. I also took the aliasRef off off the dialogue across my two quests and put all of her dialogue back onto her actorRef. That and some other stuff (starting the second quest as I stopped the first one so there wasn't any overlap) got my first quest with a scene leading into my second quest to run her follower's stuff running smoothly.

@Gargion - There's a package you can give the guy who keeps dropping into his sandbox package when you don't want him to because he has nothing to do. It's something like "do nothing" and it's to keep him busy doing whatever it was he was doing before but having him do nothing new; or something like that. I've seen it in scenes. The other thing you can do is make that package once and then drag it until it's a long rectangle across several phases. So you might give him that one or make him a new one that keeps him sitting/standing/whatever in the place you want him and then he'll stay there for several phases just by doing the drag thing.
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Dawn Porter
 
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Post » Wed Jun 20, 2012 11:44 am

AJV - I finally used "reserves reference" as well with my unique actor alias and it made a difference. I also took the aliasRef off off the dialogue across my two quests and put all of her dialogue back onto her actorRef. That and some other stuff (starting the second quest as I stopped the first one so there wasn't any overlap) got my first quest with a scene leading into my second quest to run her follower's stuff running smoothly.

You got packages assigned in the alias to function on the actor? I'll mess around with the 'Reserves reference' option...
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Hearts
 
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Post » Wed Jun 20, 2012 7:08 am

What I'm trying to figure out is how to combine scenes with dialog views? For example, start a scene, then halfway through have an NPC forcegreet and go to a dialog view, then return to the scene, have another NPC forcegreet to a different dialog view, etc...

I'm working with this right now. I'm not sure if there's an easier way, but what I did is make several small scenes and tied them together with quest-declared INTs, which determine what is said when. The NPC does his scenes based on both the INTs and his location. I don't use alot forcegreets to continue the action (as I figured too many forcegreets would be annoying), so I'm experimenting with triggerboxes in spots when there is no required input from the Player (just that the PC hear what was said). I'm not sure if that's the way to go yet.

OP: Didn't mean to hijack the thread. Knock on wood, I haven't had any quest-package problems that I couldn't solve. All the troubleshooting I can think of, you've already done. Considering that I floundered through packages like the Sta-Puff marshmallow man through New York, I'm definately no expert. Your problem perplexes me.
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GRAEME
 
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Post » Wed Jun 20, 2012 3:19 am

What I'm trying to figure out is how to combine scenes with dialog views? For example, start a scene, then halfway through have an NPC forcegreet and go to a dialog view, then return to the scene, have another NPC forcegreet to a different dialog view, etc...
Make one phase where the NPC has a Force Greet, and the next phase where they have another simple package, like a travel package. That way, they greet hte player, then are stuck talking to the player until conversation ends, then they quickly complete the travel package, be it to right where they are standing, or back to their 'spot' for the scene. The scene will hold up until they do that, after talking to the player.
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Kevin Jay
 
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Post » Wed Jun 20, 2012 3:14 am

You got packages assigned in the alias to function on the actor? I'll mess around with the 'Reserves reference' option...

This is a big problem I'm having. I've managed to have two actors in alias somewhat perform their AI package. But two other alias, by the same methods refuse to even begin their package.

http://www.gamesas.com/topic/1354960-npc-ai-packages-have-got-me-stumped/page__fromsearch__1
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Scotties Hottie
 
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Post » Tue Jun 19, 2012 11:02 pm

I had the same problem with the other 3 Unique actors I had. They filled because I changed them to forced references. Lemme try that for these guys.



EDIT: Forcing Reference Didn't work either.

Maybe they're in another quest that uses "Reserves Reference?" Doesn't that basically lock them out of being used in other quests until that one is complete?
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Oceavision
 
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Post » Wed Jun 20, 2012 11:04 am

Maybe they're in another quest that uses "Reserves Reference?" Doesn't that basically lock them out of being used in other quests until that one is complete?
If you check 'Allow Reserved' it's supposed to let the alias be filled with one that's reserved in another quest.
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Justin Hankins
 
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Post » Wed Jun 20, 2012 1:53 am

I'm working with this right now. I'm not sure if there's an easier way, but what I did is make several small scenes and tied them together with quest-declared INTs, which determine what is said when. The NPC does his scenes based on both the INTs and his location. I don't use alot forcegreets to continue the action (as I figured too many forcegreets would be annoying), so I'm experimenting with triggerboxes in spots when there is no required input from the Player (just that the PC hear what was said). I'm not sure if that's the way to go yet.

OP: Didn't mean to hijack the thread. Knock on wood, I haven't had any quest-package problems that I couldn't solve. All the troubleshooting I can think of, you've already done. Considering that I floundered through packages like the Sta-Puff marshmallow man through New York, I'm definately no expert. Your problem perplexes me.

That's fine. Help for anyone is always good : )
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Shiarra Curtis
 
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Post » Wed Jun 20, 2012 8:03 am

Maybe they're in another quest that uses "Reserves Reference?" Doesn't that basically lock them out of being used in other quests until that one is complete?

All actors for this scene are 100% Custom Made. None of them could possibly be in any Vanilla Quests. Although that is an interesting flag that I didn't know about.
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Kelly John
 
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Post » Wed Jun 20, 2012 10:47 am

For some reason, the scene is still firing, it's just that the packages arn't working. Still no success in getting my actors to position.
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Angela Woods
 
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