I have inexplicably broken the opening Helgen scene

Post » Tue Feb 25, 2014 9:02 pm

So, I've put together and shared a plugin recently that allows the player to speak ala NWN/Borderlands-y voice sets, it's mostly just scripted sound effects, in order to block the vanilla grunting/breathing sounds and replace them, I've just added conditions to them relevant to my plugin.

Somehow, this has broken the opening Helgen scene, the PC either gets stuck walking to the block for execution or gets stuck after getting up when Alduin attacks, in both scenarios so far the PC is left walking on the spot.

I tried simply not having my scripts run on start up, having them tied directly to the configuration menu's global toggle for the plugin, allowing all quests to be started or stopped when necessary, but even without them running the scene doesn't finish.

I was wondering if anyone else has ever ran into issues with this scene breaking from seemingly irrelevant changes? Or even pointers for where to look next for the culprit.

Edit: I still can't find the issue here but I found that by not running my scripts on a new game until after unbound everything works fine, so I guess I'll just inform users not to enable before then everywhere I can. : /

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Bones47
 
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Post » Tue Feb 25, 2014 7:45 pm

Or just don't have your quest start until Unbound is finished? If you don't use a quest, create one and add the condition. You'll have to use an OnUpdate for checking for when the quest is done.

Did you see any notification on the screen saying "Dependency broken" ?

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brenden casey
 
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Post » Tue Feb 25, 2014 12:42 pm

Wouldn't a condition like that cause problems when people use mods like Alternate Start? As it stands right now I've just left it up to users with a note on my description page, in the sticky on my comments, and in-game under the activation toggle itself, which is fine.

No notifications on screen either, the scene or maybe the animation just seems to break for whatever reason.

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Liii BLATES
 
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Post » Tue Feb 25, 2014 1:01 pm

I asked because that'll display if the execution script breaks at the point where the chopping begins its sequence.

Anyway, seems you found a suitable work around. :smile:

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Nauty
 
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Post » Tue Feb 25, 2014 3:21 pm

Thanks for the help :) Appreciate it

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Carlos Rojas
 
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