Scene script problems w video

Post » Fri Jun 22, 2012 1:23 am

To try and make explaining my problems easier, I've bundled them all together into a youtube video.

They're all a group of relatively small scripting problems really, but collectively; they're completely destroying my mod piece by piece.

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EDIT
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Here's the TL:DR bulletpoints (all explained in full in the video);

There's
1.Problem with displaying map/objective markers.
2.Ending a conversation at the end of dialogue.
3.Auto followership from scripting?
4.Poor naked Nissik
and
5.Scene not starting when triggered.


1. I absolutely cannot find out how to make a quest objective marker appear AT ALL (let alone in correct place) irrespective of what kind or type of object I use for the alias to point to. The quest correctly points to the alias, but the marker never appears.

2. I can't find out how to make conversation 'end' when the dialogue ends. So the player ends up being left with an empty conversation UI on the screen, and has to manually press tab to leave the conversation every time.

3. I've made a follower who requires you to talk to him first. Once you've talked, I've successfully implemented the addtofaction to make him a potential follower, but I can't find any way of using scripting to actually MAKE him your current/active follower and/or to dismiss any existing followers (if even possible).

4. Poor Nissik, the argonian follower that this mod centers around; since patch 1.6 he's now completely naked and refuses to wear his armour/outfit. He's wearing copied armour (so if I decided to edit it later it wouldn't cause conflicts) I haven't changed anything about the outfit/armour at all.... I just booted up after 1.6 and now he refuses to be clothed!

5. This is really the main problem. Despite using a trigger which successfully forwards the quest to stage 75 on player contact/activation, the scene that is meant to play, doesn't. I've used the correct Guards.Start() command for the quest stage 75 papyrus fragment ('Guards' being the defined alias for the scene), I've recorded lackadaisical voiceovers for every character and enabled "forced subtitle" on every line. But the scene doesn't play.
I also have both subtitles switched on in skyrim, and nothing happens once the quest reaches stage 75.
There's also a second sub-issue of all recorded dialogue being replaced with the most recent recording, so ALL dialogue lines play out whatever I recorded last (despite saving each one).

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END EDIT
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Sorry about the video being so long, I was trying to show everything I might be asked about so everyone can see exactly what I've done and what settings I'm using. Hopefully it'll give a much clearer idea of what's going on rather than me writing a small book about it on this forum.

The video is at 1080, however it's only just been uploaded so it'll be processing for a while before the full resolution is available.


...So, now I've spent 2 hours making the video, I've found out that I can't post links. So. Yeah.
My username on Youtube is Sphelx - I guess you can just search for me and find the video easily (it's the only skyrim video I've uploaded)
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Ladymorphine
 
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Post » Thu Jun 21, 2012 1:43 pm

2. Mark the NPC's last response info as a Goodbye (there's a checkbox for it).
4. Is caused by a bug with the new CK.
5: Could any of the scene be playing silently? You could put Debug.Notification messages in the papyrus fragments for the scene and scene phases (start and end) to work out exactly where it stops.
5, nitpick: I think you mean property, not alias. Bit important to keep those distinct.
5, sub-issue 2. Is this in game? The CK Preview button only ever plays the last recorded track, but that doesn't affect ingame voices.
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Scared humanity
 
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Post » Fri Jun 22, 2012 12:44 am

1. It would be easier to guess what the problem is if you told us what you did. You need to call e.g. SetObjectiveDisplayed(20), if 20 is the objective that has the Target Ref set to the right alias. Are you sure this alias is filled? Is it optional?
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Dawn Farrell
 
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Post » Thu Jun 21, 2012 6:53 pm

2. Mark the NPC's last response info as a Goodbye (there's a checkbox for it).
4. Is caused by a bug with the new CK.
5: Could any of the scene be playing silently? You could put Debug.Notification messages in the papyrus fragments for the scene and scene phases (start and end) to work out exactly where it stops.
5, nitpick: I think you mean property, not alias. Bit important to keep those distinct.
5, sub-issue 2. Is this in game? The CK Preview button only ever plays the last recorded track, but that doesn't affect ingame voices.
1. It would be easier to guess what the problem is if you told us what you did. You need to call e.g. SetObjectiveDisplayed(20), if 20 is the objective that has the Target Ref set to the right alias. Are you sure this alias is filled? Is it optional?

1. Well, the XMarker static object has a 'specific reference' alias with 'allow reuse' and 'optional' checked (and no other options), the alias is set as the target ref for stage 60, and all possible stages/conversation options that start stage 60 have SetObjectiveDisplayed(60) as a papyrus fragment on the quest stage itself.
2. All my conversation endings have the 'goodbye' option checked, but my understanding was that that flag just defines what an NPC considers a player to of said if they tab out of conversation without actually finishing it.
4. Can't say I'm surprised, guess I'll have to stick him in a standard suit of armour for now, as those seem to still work.
5. Yes sorry you're right; I mean 'guards' as a property, not an alias.
I've still not been able to figure out how to insert debug notification, i.e. -which- code window it's meant to go in and how exactly its inserted into the code (i.e. which line and where abouts in the line).
At least the last recording thing isn't something I have to worry about :S
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Life long Observer
 
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Post » Thu Jun 21, 2012 12:39 pm

1. Since your alias is optional it may not be filled. I'd suggest checking Allow reserved and Allow disabled, at least, and then test whether it's filled in a script (or make it unoptional and see if your quest starts).
2. No, Goodbye http://www.creationkit.com/Topic_Info make them leave the conversation after that response info.
5. In the quest Scenes tab, with a scene showing, there's an Edit data button. Click on that and you'll get a window with two small papyrus boxes on the left, labelled Begin and End. Code you put in those will run at the beginning and end of the whole scene, respectively. So all you do is e.g. put Debug.Notification("Scene starting") in the Begin window and click on Compile and OK, and that's it.

For scene phases, in the Scene view, doubleclick on the column headings (e.g. Phase 1), and you'll get a window with a Papyrus fragment box at the bottom. You'll also see tabs near the top labelled Start and Completion (consistency not a huge virtue of the CK). So to put a debug line for the phase start, you just make sure the Start tab is active, enter your code in the Papyrus fragment box, and click Compile.
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Adam Porter
 
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Post » Thu Jun 21, 2012 1:41 pm

1. Well, "Allow reserved" is greyed out and I can't check it, I'm guessing this is because I'm using a specific reference and need to be using a different type?
Also, I don't know how I would go about testing to see if something is filled in a script. Is that another bit of debug note/message code I'd have to insert somewhere?

2. I'm just going to put this down as yetanotherbugintheCK then and leave it be. It's not that big a deal really. But thanks for the help all the same.

5. Brilliant! We're getting somewhere now :D
So, the scene is triggered and starts sucessfully, phase 1 and 2 start and complete successfully (there's 5 phases in total right now but I only bothered adding debug to the first 2)
So yes, the scene -is- playing silently with no actual acting or dialogue going on. Phase 1 is a custom package given to each NPC to make them assemble near another X marker, Phase 2 onwards is all just dialogue with no actions.
I'm guessing here that this may be all about certain flags I have/not checked for each phase, NPC, and the scene itself.
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Cameron Wood
 
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Post » Thu Jun 21, 2012 7:39 pm

2 and 5 look like they could be the same problem to me, which is that your dialogue is not playing properly. And I would guess that this is caused by the bug that makes some mods need fuz files rather than wavs. You can make them with http://skyrim.nexusmods.com/mods/9797.

So 1 is irrelevant now, but for future reference, you check whether an alias has been filled in script by checkking whether TheAlias.GetReference() == None.
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Robert
 
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