Dialogue Bug (or is it?)

Post » Wed May 15, 2013 9:02 pm

Ok, I have two issues that I'm trying to track down and I'm officially stumped. Perhaps someone here can help me.

1) Arissa, our custom companion, does not play any dialogue when the mod is introduced into a new or existing game. This is consistent with the "dialogue bug" others have dealt with.

1a) If I quick-save and quick-load twice, she will begin playing Hello dialogue and allow me to start moving through her dialogue trees.
1b) If I generate an SEQ file using TES5Edit, I still have to save and load once in order for her to talk to me.

Is there a way to prevent the need to save and load? Is there something known that would cause this to happen?



2) I have a new Script Event quest that is essentially identical to the FollowerCommentary01 quest, so that she will play some new custom dialogue when in the proximity of a dungeon. Except, the new dialogue is not firing. The dialogue is in a Scene action, just like FollowerCommentary01. I have verified, using debug.trace:

- The Quest is being initialized.
- The Scene is starting.
- The ReferenceAlias of the Actor with the scene dialogue has a corresponding Actor Reference.
- The phase that the dialogue action is in is starting.
- Every possible dialogue option in the pool has a corresponding sound file in .fuz format.

However, the dialogue still does not play. Her mouth sticks open momentarily for about 5 seconds, and then she resumes normal behavior; as if the dialogue was attempting to be played but is failing. There is nothing special about the way the dialogue is conditioned; it just checks for LocationHasKeyword == LocTypeCave, for instance. I have tried it with and without specifying her unique VoiceType as a condition, as well as GetIsID == Arissa, but neither seemed to help, and strictly speaking, shouldn't be necessary.

Anyone have any ideas what could be going wrong here?

Thanks for any insight.
User avatar
Sophie Payne
 
Posts: 3377
Joined: Thu Dec 07, 2006 6:49 am

Post » Thu May 16, 2013 7:33 am

Update on #2, appears to be a condition issue. I stripped out all of the conditions and things started randomly playing. Going to revisit those to see how I managed to conditionalize out everything the first time around.

Still need some insight into #1.
User avatar
Marcus Jordan
 
Posts: 3474
Joined: Fri Jun 29, 2007 1:16 am


Return to V - Skyrim