u/Yeah-But-Ironically

(MOD RELEASE) Underwater Skyrim- Dungeons and Dawnguard

I'm back on my bullshit 

(and by "bullshit" I mean "making mods that add underwater content, like sunken dungeons and hidden treasure and weird points of interest")

This one adds stuff to the Forgotten Vale, Dayspring Canyon, Japhet's Folly, Skuldafn, and various other small/interior worldspaces

It also makes Riften's canals even grosser and (very importantly) adds a broken oar to Broken Oar Grotto

Check it out here: https://www.nexusmods.com/skyrimspecialedition/mods/180482

reddit.com
u/Yeah-But-Ironically — 2 days ago

AllowBleedOutDialogue() isn't working?

So I'm making a quest in the Creation Kit, which has an NPC who the player should be able to talk with upon defeating them in combat. To make that happen, I've attached the following script directly to the NPC's in-game reference:

Scriptname DeathSceneScript extends Actor  
;The script that triggers special dialogue when this NPC dies.

Scene Property DeathQuest_Scene Auto
;A scene containing a comment from the NPC, followed by a forcegreet package.

Event OnEnterBleedout()		
                
                Self.SetNoBleedoutRecovery(true)

		Self.AllowBleedoutDialogue(true)

		Self.StopCombatAlarm()

		Game.GetPlayer().StopCombatAlarm()

		DeathQuest_Scene.Start() ;Again, the NPC should say a comment, then forcegreet 
                player. And yes, I've checked that the property is correctly set.

endEvent

When I test it, the NPC does NOT recover from bleedout, and the scene DOES start running (at least the first line of it, before the NPC forcegreets the player). So far, so good. But the forcegreet never comes, and no matter what I do I can't get the player to enter dialogue with the NPC--not by activating them, not by forcibly advancing quest stages in the console, not by waiting and then talking to them again.

The combat compass/music also won't deactivate (which means that StopCombatAlarm isn't working either?) but when I forcibly end combat with the Harmony spell I still can't talk to the bleeding NPC,, which is what's making me think that the "real" problem here is that the NPC isn't allowing any dialogue while in bleedout. (They might be related issues, though?)

So why isn't AllowBleedoutDialogue() allowing any bleedout dialogue?

Edit: Formatting

reddit.com
u/Yeah-But-Ironically — 12 days ago