Scene is being very weird.

Post » Wed Jun 20, 2012 12:20 pm

I have a somewhat complicated scene where several actors are enabled, then enter from out of site and other stuff happens. There are 5 actors total, but that doesn't matter because my scene cannot get past about phase 6 (Of 40 or so). I start the phase when dialogue when another NPC ends, pretty far away. Like 8 cells away or so. The idea being that, the scene starts and gets ready. Then, when the player comes within 1024 units, it continues and the NPC talk, etc.

The weird thing is, it just isn't going smoothly for some reason... I get my debug message that the scene has started when the dialogue with the far away NPC ends. So it's starting. Okay. Then when I fast travel to my little town, and walk over to the two NPC's in the scene, I get the debug that the first line in the scene has been completed, however I hear no audio. (I recorded quick readings of all the lines so that the scene could function properly)

Then they stand there and nothing happens. If I enter the nearby interior, I get a debug saying Phase 5 is completed. What? Okay... Then I run around them outside, go back inside, continue randomly doing this for like 5 minutes, and I get no more debugs. The scene has stopped progressing.

So, my issues are; The dialogue audio is not really played, and they never actually say any lines. *HOWEVER* I can see the guys mouth move for the first dialogue line in the entire scene, and intermittently see them move as I go inside then back outside. However, no audio is ever played, no subtitles are displayed, and the scene doesnt appear to really be progressing.

I will note; I have a 'GetDistance' condition on the first phase, set up to detect when the PlayerRef GetDistance < 1024, on my Quest Alias: MyActor. Now, I mentioned going into an interior earlier, that made the quest progress, kind of? Well that interior is where my Actor Alias initially starts. Though that couldn't possibly be the cause, because the GetDistance only occurs like twice in the whole scene, and the first one fires just fine, and I never reach the second.

Thanks for any help!
Alexander J. Velicky
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Louise Lowe
 
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Post » Wed Jun 20, 2012 6:56 am

Have you tried double clicking on the sound file in the CK after recording hear it back and make sure it's recorded ok? Did you remember to click the save button after recording? Have you turned subtitles on to see if it's an issue with the sound or if their skipping the dialogue all together?

I had a similar issue and re-recording the sound solved it for me.
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Nick Tyler
 
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Post » Wed Jun 20, 2012 3:03 pm

In addition to the above try changing it, mostly for testing purposes, so the sound comes not from the npc's, but from basically inside the players head... I forget what it's called, but it's on the same dialog as the record button and stuff, It's a dropdown with a few options of where the source of the sound is.

The far away nature of this does throw up some red flags though. It's, as I'm sure you know well, less predictable to deal with things not right around the player. Scenes are also buggy on their own. The biggest thing is when dialog is the only thing in a phase, it has an annoying tendency to not tell the scene it's complete if the slightest odd thing happens around it. Packages that don't fully complete for some reason also will cause this all the time. What are your reasons for trying to conduct the scene from a ways away from the player? is there a simple alternative for that?
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Cesar Gomez
 
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Post » Wed Jun 20, 2012 8:47 pm

I've checked that they all recorded fine, and they have. Subtitles are on. I did this just a week or two ago with another scene and it worked, so I'm thinking Sinderions is on to something and it has to do with the situation.

That is; you talk to someone, and while you're gone, the bad guy shows up to town. Upon your return, there is a confrontation. That's why the scene triggers from so far away. After a certain point in the quest (The conversation with the far away NPC), I need the scene to start whenever the player comes near. But I have a condition so nothing actually happens (Other than the NPC's going to their places) until the player is nearby.

I may just wait until I get the actual audio in from my voice actors, then if that doesn't fix it I'll keep trying things.
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Chris Ellis
 
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Post » Wed Jun 20, 2012 8:29 pm

If you are seeing the actors move and play idles as if they are talking, that does suggest it is the dialogue that's the problem and not the scene.

However if it is a distance thing, rather than have the scene start from far away with a distance condition on the phase, you could use a trigger for scene.start() with the condition your quest is at a certain stage, or use a change location event.
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Angus Poole
 
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