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Prohelp needed for Scenes and Forced Greet in SSE


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Posted

After a couple of years, I started playing Skyrim SE again using my mod Miaslair.  I noticed several issues with it and went in to CK to fix them, but so far I have not been able to.

 

1.   Any scene where I have a playerref alias, the scene will never start.   Here is the Alias, I used this hundreds of times in Oldrim and I find lots of examples exactly like this in vanilla quests.  I tried it with Unique Actor (Player) and got the same results

image.png

 

Here is the scene.  If I remove the "Player" section at the bottom, the scene runs to a forced greet at the end, but the forced greet does not trigger properly.

 

image.png

 

Here's the forced greet:

image.png

 

And heres the SSLJSGreet21 Dialog topic

image.png

 

What happens with all this is that if I remove the "Player" from the scene, the dialog interactions with the other two Alias's runs fine up till the forced greet at the end.  Nothing is said in the forced greet, but the normal dialog options are brought up.

 

If I leave the "Player" section in the scene, the scene fails to run at all.  Well, not entirely.  I have some debug.trace messages that tells me the scene started, but there is no dialog from the two Jenny and Sasha Alias's in Phases 1 - 4. 

 

On another less important topic, the DialogViews tab now fails to save the layout I set.  I can manage, but that used to be pretty nice to use in Oldrim, but if you have any idea how to solve it, I would be thankful.  I have read and watched tons of tutorials on this stuff and can't find any helpful info on SSE.  I have tried deleting all the xml files in data\DialogViews directory, but that did not work.  I tried running as administrator and registering flowchartx64.dll, all to no avail.

 

BTW, I am running CK with the CK Fixes from nexus.

 

Thanks so much in advance.

 

 

Posted

My first idea is that the SEQ file is not valid.

This creates problems in scenes and dialogues when the player is involved.

Posted

Thanks for the response @CPU.  I thought of that too and ran the latest xEdit on the mod to create a new SEQ file, but that did not help.

 

Still looking for other answers.

Posted

Well, I figured this out.  I know that skyrim is pretty dead, just in case there are still folks actively writing quest type mods, I wanted to add some knowledge. 

 

So, in an effort to reduce the amount of chatter for these two followers, I added some conditions to the quest a while back which seemed pretty benign to me, but they screwed things up.  Here is the main quest page

image.png

 

One biggy is S GetIsAlerted = 0.  GetIsAlerted is returning 1 every time I check.

 

The other issue was PL IsInScene.   This becomes true once a scene with the player in it and from that point on, any scene scene with the player in it can no longer run.

 

IsInDialogWithPlayer is OK because that is only true if the dialog UI is displayed.

 

 

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