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Issue Data
Status: Closed
Issue Type: Bug Report
Project: Unofficial Skyrim Special Edition Patch
Component: Skyrim SE: Vanilla
Category: Quests
Assigned To: Nobody
Platform: All
Severity: Medium
Votes: 0
Watching: N/A
Opened By Nico coiN on Jul 10, 2018 1:42 pm
Last Edited By Arthmoor on Jul 10, 2018 4:55 pm
Closed By Arthmoor on Jul 12, 2018 6:58 pm
Resolution: Fixed
Comment: Fixed for USSEP 4.1.4.

Issue #24777: Peryite quest ending : Player Stuck Forever if Exiting Dialogue wih TAB key

Speaks for itself. Here's a savegame to check and reproduce it.
Peryite quest ending : inhale the green gases to trigger the ending dialog with Peryite. Explore the various topics available if you wish but if you choose to exit the dialogue by pressing the TAB key, then you're stuck forever...

       

Comments

6 comment(s) [Closed]
Arthmoor said:
I think I may have this fixed but I need a save from before you returned to the shrine because the dialogue is stuck in the save you gave me and won't update with the potential fix.

       
Nico coiN said:
Here are 2 saves prior to the described issue.

1st save : Bring ingredients to Kesh. Inhale the smoke to trigger the introducing dialogue with Peryite. From this very first interview you can exit dialogue by using the TAB key with the impossibility to recover controls, and probably no option to trigger again this quest if you manage to fix it (note : the "Peryite shader" seems to be locked as well). Processing normally by clicking on the dialogue options seems to be flawless and allows the quest to go on.

2nd save : Orchendor freshly killed. Grab the key to the elevator on his corpse and exit to Tamriel. Go back to Peryite shrine by fast-travel and you'll be in the exact same circumstances as the original save I provided. The issue is exactly the same...

This issue may happen in every dialogue where the player controls are not restored when exiting 'roughly' a conversation (probably most other daedra dialogues). I may find the scripts that are 'trapping' the player if you want to go further. Just tell me which string/command I should be looking for. Anyway, the best way to solve this issue may be to disable the option to end the dialogue earlier than expected by the game. I don't know how to implement this.

       
Arthmoor said:
It's not a script really, it's the fact that the topic chain has no linked entries, thus has no walkaway option to trigger a default. That's what I think I have fixed on the one where you're going to collect the reward. You aren't stuck forever btw. If you turn around, you will get the menu back and you can select the "Very well, goodbye" option and everything goes back to normal. That's what's missing though is the link data to make that work when hitting TAB to exit.

Anyway I'll check the saves you provided and see what happens. Hopefully it'll work this time since the dialogue won't be loaded yet.

       
Arthmoor said:
Well damn. That's not working either. The dialogue still doesn't exit properly if you hit TAB.

I really don't get what they did here because as far as I can tell they never even call for the controls to be disabled anywhere in the DA13 scripts. They only have one call to enable them, which seems unnecessary. Unless there's supposed to me more to all this that they didn't provide.

       
Nico coiN said:
DA13GooActivatorScript seems to handle the 'Peryite shader' by modifying imagespaces. It also contains interesting stuff : BeginVision(), EndVision(), Peryite.activate(getPlayer()), Peryite.activate(player).
And look at this (sorry but the spoiler function looks inoperant) :

FUNCTION BeginVision()
; debug.messageBox("Trigger Vision w/Peryite";)
game.disablePlayerControls(true, true, false, false, true, true, false, false)

whiteOut.apply()
utility.wait(3.0)
DA13PeryiteVisionImod.applyCrossFade(2.0)
DA13VisionObjectsParent.enable()

; set up a "forcegreet" by Peryite
Peryite.activate(getPlayer())

; register for update so we can monitor the player during this
registerForSingleUpdate(1.0)
endFUNCTION

FUNCTION EndVision()
;unregisterForUpdate()
DA13VisionObjectsParent.disable()
whiteout.apply()
utility.wait(3)
DA13PeryiteVisionImod.Remove()

game.enablePlayerControls()
endFUNCTION



It's almost alien language for me, but what I think I'm understanding is that the issue is not to exit from the dialogue : the issue is that exiting the dialogue with the TAB key obviously doesn't call the function EndVision that is supposed to remove the 'Peryite shader' and restore the player controls. If you can solve it you should also take care that the intro dialogue could/should be re-triggered by using the smoke activator again.

       
Comment #5 Jul 12, 2018 2:36 pm  Edited by Nico coiN on Jul 12, 2018 2:39 pm
Arthmoor said:
Alright, I've fixed this as best as it can be considering how weird the setup is. If you tab out now, then you should get brought right back to the dialogue menu again as the script was intending. The heading angle checks in the script were backward.

This is a very badly set up situation but there seems to be no other way to deal with it without a massive overhaul of the whole thing and I'd rather avoid that due to the chance it could break the quest.

       
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