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Issue with dialogue after quest animations


shebop

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Posted

I am creating a quest that involves dialog based sex depending on what dialog options are chosen.  There is a script that runs when the animation is over (attached using the sexlab hook system).  I have noticed that on occasion when an animation ends, clicking dialog options doesn't work.    When I go up to another NPC unrelated to the quest and click on their dialog, nothing happens with them either. I have to save the game and reload it in order for any quest dialog to function properly again.   Does anyone know what would cause this?  Am I forgetting to do some step in responding to an animation end event that may lead to this?

Posted

Where are you defining the hooks for SexLab?

 

If you do this inside a fragment, then the fragment never ends (because can still receive events.)

And if it is a Topic Fragment, then the dialogue that starts the sex will never complete, and further dialogues will not be possible.

 

Posted

The SEQ file is required to start the Quests at begin of the game.

If a quest is automatically started and has no SEQ file, then the dialogues are not executed.

 

I think the original problem was that dialogues are not working AFTER a sex scene. (Of course I may be wrong.)

And if the SEQ file is the problem, then loading a new save will not solve it. It will persist.

 

 

Posted

Hmm... well I don't think either applies (except when the animation is started).  The hooks themselves are linked using the OnInit() event and the method that is called is in its own script file along with that particular event.  There is a "connection" to fragments but it works like this:

 

There is a single script file used by all quests that have quest dialog based animation which is intended to respond to the end of an animation.  The script has properties that link it to several global variables and all quests that use the script.  The specific quest which is running is tracked in a property called "CurrentQuest" which is updated each time a save game is loaded (based on a global variable integer) and is changed by a fragment calling a function when a new quest begins.  (The old quest script is now stopped using the "stop()" command).  

 

Before a sexlab animation is started by a specific quest dialog option (from a dialogue fragment), the same fragment updates a global variable with the quest stage value which starts the animation.  Could this be the issue?  Does the animation need to be started outside of a fragment?

 

It may be important to note that not all animations handled by this fragment are started by the quest.  Any mod that starts a sexlab animation is intercepted by the script because there is a default action that occurs for a specific animation tag if the player has joined a particular faction as a result of one of the quests.  If the player is in that particular faction, an item is added to the player's inventory.

 

If the any particular code will help I can post it.

 

EDIT: in response to the most recent two posts... this an issue that occurs AFTER sex.  The dialogues run just fine before then.  I only create a new SEQ file when I add a new quest because as far as I understand it, the purpose of the SEQ file is to make sure the dialog is actually presented.  The dialog options are ALL presented (and highlighted).  I just can't click on them.

Posted

One more thing that might be important: I do NOT respond to any other events; this includes the animation starts.  I do not do anything with the animation thread.  Am I supposed too?

Posted

Mh. That is weird.

So you can "see" the dialogues lines, but you cannot "click" on them. Is this correct?

If this is the case, then I am clueless.

 

 

P.S. you can avoid the GlobalVariable and use the Conditional Quest variables. Way more light.

 

P.P.S. the SEQ file contains some sort of pointers to the conditions of the items inside a quest. Dialogues are immediately visible, but applies also to other conditions, like RefAliases, and Target Objects.

Posted

Mh. That is weird.

So you can "see" the dialogues lines, but you cannot "click" on them. Is this correct?

...

 

 

P.S. you can avoid the GlobalVariable and use the Conditional Quest variables. Way more light.

 

P.P.S. the SEQ file contains some sort of pointers to the conditions of the items inside a quest. Dialogues are immediately visible, but applies also to other conditions, like RefAliases, and Target Objects.

 

Yes, that is correct.  I cannot click on them.

 

I suppose i could but this way is much cleaner.  Instead of a mess of nested if then statements I have a single calculated value based on the two variables and a single switch-case based if - then series (switch and case are C++ keywords).  I suppose I could get rid of one of the values though if I just relied on the quest stage.

 

Posted

Quest stages are not really reliable.

But you can define something like:

int Property myCondition Auro Conditional

 

Set it with scripts and use it in conditions.

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