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Yeah, I've had that issue before as well. It could be something to do with her AI package, but I'm not positive on that. It seems that sometimes her dialogue works and sometimes it doesn't.
Next time one of you guys runs into her, check the status of RECampSC03 by using "sqv RECampSC03" in the console. Then report that back here.
Here's the console output:
sqv RECampSC03
-------------------------------------
rescript = ""
Script state = ""
Registration:
RegisteredAliases[] = [alias Guard01 on quest RECampSC03 (0003D5E9), alias Guard02 on quest RECampSC03 (0003D5E9), alias Dreth on quest RECampSC03, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, ...]
registeredAliasCount = 3
RegisteredCollectionAliases[] = []
registeredRefCollectionCounty = 0
StopQuestWhenAliasesUnloaded = True
StopQuestWhenAliasesDead = False
StopStage const = -1
RangeCheck:
RangeCheckDistance = 0.000000
RangeCheckStage = 0
Ungrouped Auto Properties:
DeadCountGroup[] = []
myTrigger = (00057480)
REParent = REParent (0002DFEE)
SetResetTimer const = True
TimerStages[] = []
Variables:
bFinishedOnStoryEvent = True
startupTimerID = 99
startupTimerLength = 30.000000
UFO4P_Busy = False
UFO4P_RELog = "RandomEncounters"
- 22 Aliases for quest 'RECampSC03' (0003D5E9)-
REF 'TRIGGER'-> " (00057480)
REF 'Container'-> " (00057478)
REF 'CenterMarker'-> " (0005747F)
REF 'ClutterMarker'-> " (0005747D)
REF 'SceneMarker1'-> " (00057482)
REF 'ObjectMarker1'-> " (00057483)
REF 'BedObject1'-> " (0005747B)
REF 'SceneMarker2'-> " (0005747E)
REF 'ObjectMarker2'-> " (00057484)
REF 'BedObject2'-> " (0005747A)
REF 'SceneMarker3'-> " (00057481)
REF 'ObjectMarker3'-> " (00057485)
REF 'BedObject3'-> " (0005747C)
REF 'TravelMarkerA1'-> " (0005746F)
REF 'TravelMarkerA2'-> " (00057470)
REF 'TravelMarkerA3'-> " (0005746E)
REF 'TravelMarkerB1'-> " (00057488)
REF 'TravelMarkerB2'-> " (00057487)
REF 'TravelMarkerB3'-> " (00057486)
REF 'Dreth'-> " (0003D639)
REF 'Guard01'-> " (FF00624A)
REF 'Guard02' -> " (FF00624D)
--- Quest State -----------------------------
Enabled? Yes
State: Running
Current stage: 10
Priority: 50
I've also added a game save to this comment in case it would be helpful for some reason.
Attached Files:
Save_25994.7z
Spoiler:
sqv RECampSC03
-------------------------------------
rescript = ""
Script state = ""
Registration:
RegisteredAliases[] = [alias Guard01 on quest RECampSC03 (0003D5E9), alias Guard02 on quest RECampSC03 (0003D5E9), alias Dreth on quest RECampSC03, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, None, ...]
registeredAliasCount = 3
RegisteredCollectionAliases[] = []
registeredRefCollectionCounty = 0
StopQuestWhenAliasesUnloaded = True
StopQuestWhenAliasesDead = False
StopStage const = -1
RangeCheck:
RangeCheckDistance = 0.000000
RangeCheckStage = 0
Ungrouped Auto Properties:
DeadCountGroup[] = []
myTrigger = (00057480)
REParent = REParent (0002DFEE)
SetResetTimer const = True
TimerStages[] = []
Variables:
bFinishedOnStoryEvent = True
startupTimerID = 99
startupTimerLength = 30.000000
UFO4P_Busy = False
UFO4P_RELog = "RandomEncounters"
- 22 Aliases for quest 'RECampSC03' (0003D5E9)-
REF 'TRIGGER'-> " (00057480)
REF 'Container'-> " (00057478)
REF 'CenterMarker'-> " (0005747F)
REF 'ClutterMarker'-> " (0005747D)
REF 'SceneMarker1'-> " (00057482)
REF 'ObjectMarker1'-> " (00057483)
REF 'BedObject1'-> " (0005747B)
REF 'SceneMarker2'-> " (0005747E)
REF 'ObjectMarker2'-> " (00057484)
REF 'BedObject2'-> " (0005747A)
REF 'SceneMarker3'-> " (00057481)
REF 'ObjectMarker3'-> " (00057485)
REF 'BedObject3'-> " (0005747C)
REF 'TravelMarkerA1'-> " (0005746F)
REF 'TravelMarkerA2'-> " (00057470)
REF 'TravelMarkerA3'-> " (0005746E)
REF 'TravelMarkerB1'-> " (00057488)
REF 'TravelMarkerB2'-> " (00057487)
REF 'TravelMarkerB3'-> " (00057486)
REF 'Dreth'-> " (0003D639)
REF 'Guard01'-> " (FF00624A)
REF 'Guard02' -> " (FF00624D)
--- Quest State -----------------------------
Enabled? Yes
State: Running
Current stage: 10
Priority: 50
I've also added a game save to this comment in case it would be helpful for some reason.


Comment #3 Nov 26, 2019 2:38 am
Edited by BlackPete on Nov 26, 2019 2:44 am
This is a repeatable encounter since Dreth is allowed to pop up at various places.
Dialogue control has been given an awful mix of an actor state variable (RECampSC03DrethState) and quest stage checks. Obviously someone wanted to be able to track her greeting state across multiple encounters while at the same time controlling the flow of things during the first encounter. The result is that it's a miracle the first encounter works at all and any subsequent encounters simply can't work because of all the mistakes.
All of the variable checks expect either 0 or 1 to be valid, and stage 15 complicates this to no end by setting the value to 2, which is never valid. So all of this variable handling and stage checking needs to be completely redone.
Dialogue control has been given an awful mix of an actor state variable (RECampSC03DrethState) and quest stage checks. Obviously someone wanted to be able to track her greeting state across multiple encounters while at the same time controlling the flow of things during the first encounter. The result is that it's a miracle the first encounter works at all and any subsequent encounters simply can't work because of all the mistakes.
All of the variable checks expect either 0 or 1 to be valid, and stage 15 complicates this to no end by setting the value to 2, which is never valid. So all of this variable handling and stage checking needs to be completely redone.
This may unfortunately not be possible to fix with an "as envisioned by the developer" fix. The comments on the quest stages indicate that the developer who designed the encounter wanted Dreth to forcegreet the player every time the encounter happened, but the dialogue of the forcegreet conversation is written in a way that assumes Dreth and the player have never met before. This could be addressed via a new scene that mixes carefully re-cut dialogue from the forcegreet scene with the vendor dialogue in the second scene, but at that point it's a design-level decision to rewrite dialogue to match a currently impossible scene flow.
I've attached a plugin that amends the greeting dialogue for the second scene in the quest, by having that dialogue rely on either the quest stage set by the forcegreet (which can only happen pre-introduction) or the actor value set when Dreth introduces herself, which makes it accessible in subsequent encounters. This makes the second conversation accessible from the start in cases where the player has asked what Dreth's name is, rather than permanently locking them out of dialogue.
Attached Files:
MerchantOfDrethFix.esp
I've attached a plugin that amends the greeting dialogue for the second scene in the quest, by having that dialogue rely on either the quest stage set by the forcegreet (which can only happen pre-introduction) or the actor value set when Dreth introduces herself, which makes it accessible in subsequent encounters. This makes the second conversation accessible from the start in cases where the player has asked what Dreth's name is, rather than permanently locking them out of dialogue.


Comment #5 Oct 16, 2023 5:50 pm
Edited by Glitchfinder on Oct 16, 2023 5:56 pm
Showing Comments 1 - 5 of 5