prideslayer Posted August 20, 2012 Author Posted August 20, 2012 OK. Â I have a change coded (not tested yet) that: Â - On the 5th retry attempt, if the character is still > 128 units away (about 6ft), do a moveto to the player and delay 1s. Â - Retry up to 60 times and then abort with a message.
prideslayer Posted August 20, 2012 Author Posted August 20, 2012 Updated to 2.5.70b9 - Dialog callback will abort after 60 tries (roughly 60 seconds) with a console message. - On the 5th failed attempt, the NPC that is supposed to be speaking will be moved to the player. Â (edit: I did test this.. but of course, the dialog didn't fail enough times for either condition to happen. Will try again with the NPC restrained.)
prideslayer Posted August 20, 2012 Author Posted August 20, 2012 Updated to 2.5.70b9 - Dialog callback will abort after 60 tries (roughly 60 seconds) with a console message. - On the 5th failed attempt' date=' the NPC that is supposed to be speaking will be moved to the player. Â (edit: I did test this.. but of course, the dialog didn't fail enough times for either condition to happen. Will try again with the NPC restrained.) [/quote'] Â Â Â Does work ok at least for the moveto.. but it's taking a lot longer than 5 seconds it seems. Not worth spending more time on right now.
jaam Posted August 20, 2012 Posted August 20, 2012 - Another round of fixes for dialog callbacks. Â Tested pretty heavily' date=' especially with Epstein. As long as that "take a bath" comment is the last one in the sequence, it seems to be working reliably. This will probably fix problems in a lot of other mods using dialog callbacks as well. [/quote'] Â He is supposed to receive a package to walk out of here. Did you see it ? I did'nt (beta9).
prideslayer Posted August 20, 2012 Author Posted August 20, 2012 No, I didn't. He just stood there after telling me to take a bath (or one of those random comments). Â Ok so dialogs down.. package checking time?
jaam Posted August 20, 2012 Posted August 20, 2012 No' date=' I didn't. He just stood there after telling me to take a bath (or one of those random comments). Â Ok so dialogs down.. package checking time? [/quote'] Â The package is from the dialog end script! I am putting back my printC to tdt some more.
prideslayer Posted August 20, 2012 Author Posted August 20, 2012 There's a bug in the cleanup script I just noticed.. Line 115 should be setting stage to 110, not 100. Shouldn't matter since 100 just jumps right to 110 for now, but it's there. Â Package stuff is only tried once in cleanup and I don't *think* any other scripts touch it. Search in geck comes up clean except for stuff copying it around between quest vars and NX.
prideslayer Posted August 20, 2012 Author Posted August 20, 2012 Oh it's also used in the main effect script to set/clear SexoutDoNothing package I think, but that's happening well before the end-of-dialog script, or at least it should be.
jaam Posted August 20, 2012 Posted August 20, 2012 I only added 3 printC and the package fired! Â So back to a timing issue ?
prideslayer Posted August 20, 2012 Author Posted August 20, 2012 Sounds like it. Where'd you add them?
jaam Posted August 20, 2012 Posted August 20, 2012 Sounds like it. Where'd you add them?  Same as yesterday One on every loop, and one before each startConversation  NB tested SexoutSS just now, the opening gangbang is not working.
prideslayer Posted August 20, 2012 Author Posted August 20, 2012 Well that makes no sense. The conversations in PG are firing off as expected for you, right? I wonder how that could impact the dialog end script, and I really wonder how the package could be affected period? Â The script won't finish until after the conversation, since it runs (and only can) in gamemode, but I don't see how that could matter.
prideslayer Posted August 20, 2012 Author Posted August 20, 2012 What I can do is handle dialog first if it exists.. basically move all the other callbacks (item, spell, package) up to a new round like 130, but I don't see how that can help since none of them are even being used/set in this case.
jaam Posted August 20, 2012 Posted August 20, 2012 Well that makes no sense. The conversations in PG are firing off as expected for you' date=' right? I wonder how that could impact the dialog end script, and I really wonder how the package could be affected period? Â The script won't finish until after the conversation, since it runs (and only can) in gamemode, but I don't see how that could matter. [/quote'] Â I agree it makes no sense. UNLESS we have another addScriptPackage running in parallel, because Epstein does start to walk away before stopping no ?
prideslayer Posted August 20, 2012 Author Posted August 20, 2012 He took one or two steps for me. I didn't even think that would be a package, just thought it was another navmesh thing. There are only three spots in sexout where I do an AddScriptPackage: Â - Cleanup, only if CBPack(A,B,C,X) is set. - Base effect at start of sex. Â I do a removescriptpackage in: - Cleanup, if the current package is SexoutDoNothing. ActorX excluded. - GoToBed spell (unrelated).
prideslayer Posted August 20, 2012 Author Posted August 20, 2012 Oh 3rd addscriptpackage is in the masturbation script.
prideslayer Posted August 20, 2012 Author Posted August 20, 2012 Bah it can hardly be an addscriptpackage issue anyway, even if it were coming from somewhere other than sexout. If it were, you sticking some prints in wouldn't have cleared it up.
jaam Posted August 20, 2012 Posted August 20, 2012 Bah it can hardly be an addscriptpackage issue anyway' date=' even if it were coming from somewhere other than sexout. If it were, you sticking some prints in wouldn't have cleared it up. [/quote'] Â Latest test: commentted out the printC in the loop. still ok. Â erased my modifications by deselecting my debug plugin. back to broken. reactivate my modifications. ok again. Â and the latest and the worst! erased my modifications by deselecting my debug plugin. copied sexoutBeta.esm over sexout.esm as I did earlier. IT WORKS Â So if it is a timing issue it is quite hard to catch. Lets go for a few dozen runs without any change.
prideslayer Posted August 20, 2012 Author Posted August 20, 2012 I've *never* had him leave the room after the last act, so for me, it's failing consistently. I will investigate with some prints and delays of my own on this end. Â Damn this lunatic game engine.
jaam Posted August 20, 2012 Posted August 20, 2012 I've *never* had him leave the room after the last act' date=' so for me, it's failing consistently. I will investigate with some prints and delays of my own on this end. Â Damn this lunatic game engine. [/quote'] Â 2 more times with success though I caught him stopping for a moement on the last run.
prideslayer Posted August 20, 2012 Author Posted August 20, 2012 His package is fine, it's the navmesh again. Â After moving him to the player, he can't walk out of the room. Â edit: I mean across it. Move to the door, and 'moveto' him to you. he'll continue on out.
prideslayer Posted August 20, 2012 Author Posted August 20, 2012 Also if you "getcurrentaipackage" on him when he's moving, even if he stops, it remains the same: 37 (patrol).
MtM Posted August 20, 2012 Posted August 20, 2012 ... Â - GetUnconscious is returning false fairly often during knockdown. Â ... Â IMHO it's a mistake. An actor with negative fatigue may be unconscious but his base state is 'knocked-out' so the proper function is GetKnockedState.
prideslayer Posted August 20, 2012 Author Posted August 20, 2012 I knew there was something like that, but couldn't remember the name. I'll add it to the checks alongside unconscious and the raw fatigue check. Thanks!
prideslayer Posted August 20, 2012 Author Posted August 20, 2012 2.5.70b10 in OP - Added GetKnockedState to the 'ready' checks. (thanks MtM!).
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