Nested Crowd Triggers Causes Crash

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GrifChDw
Posts: 1
Joined: Sun Jan 30, 2022 9:27 pm

Sun Jan 30, 2022 11:34 pm

Hello. Apologies if this issue is known, but I couldn't find any info or help on it anywhere.

Kenshi crashes to desktop if a Dialogue object contains a Crowd Trigger, which itself contains a second Crowd Trigger. For example, Dialogue Object 1 is said by a squad leader, and it contains a Crowd Trigger for Dialogue 2. The whole squad says Dialogue 2, which has a Crowd Trigger for Dialogue 3. On the trigger for Dialogue 3, the game crashes to desktop. I have attached the crash dump, but I don't think it will be necessary.
crashDump1.0.55_x64.zip
(5.35 MiB) Downloaded 209 times
I have included a mod, Crowd Trigger Crash, that adds a squad to The Hub that should demonstrate the bug, triggered upon seeing a neutral squad. You can also look at the Dialogue added by the mod in the FCS to see the specific dialogue flow that causes the crash.
Crowd Trigger Crash.zip
(1.64 KiB) Downloaded 176 times
There is an odd workaround to this bug. If the second Crowd Trigger is attached to an Interjector's line, the second Crowd Trigger will run as expected. Regardless of the workaround, I expect the crash to desktop to not be intended in cases where this workaround isn't used. I have included a mod, Crowd Trigger No Crash, that behaves as the other mod, except with the Interjector's workaround.
Crowd Trigger No Crash.zip
(1.73 KiB) Downloaded 87 times
Thanks for your time.

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The following isn't relevant to the crash itself, but I'll include it in case anyone wants to know why I was messing around with this.

I discovered this issue when trying to make a mod with dialogue that alternates between the squad leader and the squad. I was looking to make a dialogue event along the likes of:
  1. Squad Leader: "What do we want?"
  2. Squad: "Rum!"
  3. Leader: "When do we want it?"
  4. Squad: "Now!"
I had been struggling to figure out how to implement this. One of my ideas was, in this example, to make 3 Dialogue objects, which contain (Line 1), (Line 2 + Line 3), and (Line 4). Line 1 is followed by a Crowd Trigger that evokes Line 2. Line 2 is followed by Line 3 in the same Dialogue object; but Line 3 has the [T_ME | DC_IS_LEADER == 1] condition, so that only the Leader says it. Line 3 is then followed by another Crowd Trigger for Line 4. This dialogue flow also crashes the game, for the record, unless the Interjector workaround is used. I'm not sure why the Interjector is able to initiate another Crowd Trigger but the Leader conditional is not.

For whatever reason, I can't seem to figure out how to make the [speaker | T_WHOLE_SQUAD] work. Nor can I find any info on it or what it actually does. I've seen it used in at least a couple mods where its intended use appears to be that the speaker of the Dialogue line is the entire squad, but I've never seen the effect work in that way.

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