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.