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Hircine Dialogue Doesn't Sync #622

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VENDETTA5 opened this issue Aug 4, 2023 · 1 comment
Open
1 task done

Hircine Dialogue Doesn't Sync #622

VENDETTA5 opened this issue Aug 4, 2023 · 1 comment
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1.5.0 Version 1.5.0 bug Something isn't working

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@VENDETTA5
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VENDETTA5 commented Aug 4, 2023

Version of Skyrim Together

v1.5.0

Description

In the quest Ill Met by Moonlight Hircine aspect dialogue doesn't sync. The second player cannot hear the dialogue going nor read the subtitles at all.

Steps to reproduce

  1. Start the game
    2.Go to Falkreath Barracks and start the quest normally talking to the guy in the cage
    3.Kill the 'Great Beast' in COOP normally(Multiboxing will do just fine).
    4.Start the dialogue.
    5.PROFIT?

Doing this part of the quest is basically a 5-10 minutes job.

Reproduction rate

  • Consistent: I can reproduce this bug by following the steps to reproduce 100% of the time (every time)

Expected result

I think the issue is that the voice source isn't the deer ghost actor but some other thing. I had the same issue with a modded riekling follower mod, which also had Hircine aspect dialogue.

Evidence

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The NPC

https://en.uesp.net/wiki/Skyrim:Aspect_of_Hircine

@VENDETTA5 VENDETTA5 added the bug Something isn't working label Aug 4, 2023
@Dragonisser Dragonisser added the 1.5.0 Version 1.5.0 label Dec 9, 2023
@absol89
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absol89 commented Apr 13, 2024

I tried a fix for this to always move the talking activator to the ghost, even if it wasn't the Game.Getplayer() activating


Event OnActivate(ObjectReference akActivator)
	ObjectReference pTalkingActivator = QuestingBeastTA.GetReference()
	ObjectReference pGhost = Self.GetRef()
	ObjectReference pPlayerRef = Game.GetPlayer()
;	if (akActivator == Game.GetPlayer())
		;Find out where we moved the ghost, then offset the Talking Activator's position by that much, plus some addition Y offset to get near the head
		GhostXPos = pGhost.GetPositionX()
		GhostYPos = pGhost.GetPositionY() 
		GhostZPos = pGhost.GetPositionZ() + 150
		pTalkingActivator.SetPosition(GhostXPos, GhostYPos , GhostZPos )
		QuestingBeastTA.GetReference().Activate(pPlayerRef) ; Here I try the pPlayerRef instead of the akActivator to no avail
;	endif
EndEvent

But the divine/daedric voice dialogues are not played from a world position/affected by voice volume, they are just audio files that play non-directionally in your head, and are only affected by the Master Volume slider. It happens to other similar quests like when talking to the Clavicus Vile statue, Meridia or Peryite. Even with the change above the remote player need to talk to the ghost to hear any voice. But the TA is at least at the ghost position when this happens.

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