Fix/dialog fixes#379
Merged
Merged
Conversation
Output.Start() was throwing NullReferenceException on audioClip.length when a .wav wasn't found, leaving _audioPlaySeconds=0 and _randomDialogAnimationName=null. IsFinished() then threw on every frame trying to StopAnimation(null), so the action never completed and the player stayed locked with LockPlayerInPlace() forever. Fix: null-guard audioClip with a 3s fallback display duration; guard _randomDialogAnimationName in IsFinished() before calling StopAnimation. DialogService.StartDialog() was also calling ShowDialog([]) when the selectableDialogs list came up empty after a choice callback (e.g. after the PSI temple guard says "Lester is trustworthy, you may pass"). Now calls StopDialog() instead, properly releasing the player.
ZenKit fails to execute `B_AssignAmbientInfos` Daedalus member assignments
like `Info_Grd_6_EXIT.npc = X` inside function bodies ("C_INFO.NPC without
an instance set"). Added `TryAssignAmbientDialogs` in `NpcService.SetDialogs`
which matches C_INFO symbol names by guild abbreviation and voice number
(e.g. INFO_GRD_6_*, INFO_STT_10_*) and sets InfoInstance.Npc directly via
the ZenKitCS C# setter, bypassing the Daedalus bug.
The hero's "hey you!" SVM (AI_OutputSvm in ZS_Talk) was blocking the NPC's animation queue, causing the NPC to stand still until the hero finished speaking before turning around to face the player. OutputSvm.Start() now calls StartHeroFireAndForget() for hero SVM lines, which schedules subtitle auto-hide via INpcSubtitles.ScheduleHide (Invoke) and immediately marks the action finished so the NPC queue continues. Regular AI_Output dialog lines (Output.cs) remain fully blocking so dialog conversations are unaffected. Also adds WasPlayerInitiated flag to suppress hero reactive SVM lines when the NPC is the one who initiated the conversation (important dialog).
JucanAndreiDaniel
approved these changes
Jun 16, 2026
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
Summary
Outputaction no longer blocks the queue waiting for a clip that will never load; falls through gracefully so the conversation continues (Temple Guard if he has nothing to say)total=0for guild NPCs —NpcServicenow correctly counts available ambient dialog options for NPCs whose dialogs are registered by guild rather than by individual instance (Shadow, OC Guard, Not-named-NPCs)PlayInParallelsupport toINpcSubtitles/VRSubtitlesand updatingOutputSvmandDialogModel(Hey du!)$sc_heywaitasecondSVM mapping inZenKitExtension— the "hey wait a second" voice line was falling through unresolved and playing silentlyHow to test
total=0- Above Temple Guard is what we don't want for those)