zxgold
Newcomer
Environment:
Game Version: 1.6.15
SMAPI: 4.5.2
Content Patcher: 2.2.0
Description:
I am developing a repeatable marriage event (ID: 999888780) using the new 1.6 syntax eventSeen 999888780 false at the end of the script to allow for re-triggering (e.g., every Saturday night).
I’ve encountered a strange behavior where the event plays perfectly via debug ebi, but fails to trigger naturally when walking into the map, even when all conditions are met.
The specific "Smoking Gun" behavior:
While standing at the BusStop, I run patch summary. My patch for Data/Events/Farm shows Conditions: [X] but Applied: [ ]. This is expected as the map isn't loaded yet.
I walk into the Farm at the correct time (23:10). No event triggers.
Immediately after entering the Farm, I run patch summary again. Now the patch shows Applied: [X].
It seems like there is a race condition: the game engine's checkForEvents runs and finds nothing, and then Content Patcher finishes applying the data. By the time the patch is [X], the trigger window has already closed.
My Code Snippet:
// Trigger Key
"999888780/SawEvent 999888777/Time 2300 2600/!Season winter": ".../eventSeen 999888780 false/end"
// Content Patcher Block
{
"Action": "EditData",
"Target": "Data/Events/Farm",
"When": {
"Spouse": "Sebastian",
"HasSeenEvent |contains=999888777": "true"
},
"Entries": {
"999888780/Time 2300 2600/!Season winter": "..."
}
}
What I've tried:
Confirmed Spouse variable is correct.
Verified no duplicate IDs or conflicting mods (tested in a clean environment).
Used debug EventSeen 999888777 to ensure the precondition is met.
The Wiki mentioned "changing locations" to clear the loop prevention, but even after sleeping and re-entering the map from the Bus Stop, it still skips the trigger.
Has anyone else noticed a delay in CP applying event patches during map transitions in 1.6? Is there a way to force the event check to wait for the patch, or is eventSeen ID false behaving differently than expected?
Game Version: 1.6.15
SMAPI: 4.5.2
Content Patcher: 2.2.0
Description:
I am developing a repeatable marriage event (ID: 999888780) using the new 1.6 syntax eventSeen 999888780 false at the end of the script to allow for re-triggering (e.g., every Saturday night).
I’ve encountered a strange behavior where the event plays perfectly via debug ebi, but fails to trigger naturally when walking into the map, even when all conditions are met.
The specific "Smoking Gun" behavior:
While standing at the BusStop, I run patch summary. My patch for Data/Events/Farm shows Conditions: [X] but Applied: [ ]. This is expected as the map isn't loaded yet.
I walk into the Farm at the correct time (23:10). No event triggers.
Immediately after entering the Farm, I run patch summary again. Now the patch shows Applied: [X].
It seems like there is a race condition: the game engine's checkForEvents runs and finds nothing, and then Content Patcher finishes applying the data. By the time the patch is [X], the trigger window has already closed.
My Code Snippet:
// Trigger Key
"999888780/SawEvent 999888777/Time 2300 2600/!Season winter": ".../eventSeen 999888780 false/end"
// Content Patcher Block
{
"Action": "EditData",
"Target": "Data/Events/Farm",
"When": {
"Spouse": "Sebastian",
"HasSeenEvent |contains=999888777": "true"
},
"Entries": {
"999888780/Time 2300 2600/!Season winter": "..."
}
}
What I've tried:
Confirmed Spouse variable is correct.
Verified no duplicate IDs or conflicting mods (tested in a clean environment).
Used debug EventSeen 999888777 to ensure the precondition is met.
The Wiki mentioned "changing locations" to clear the loop prevention, but even after sleeping and re-entering the map from the Bus Stop, it still skips the trigger.
Has anyone else noticed a delay in CP applying event patches during map transitions in 1.6? Is there a way to force the event check to wait for the patch, or is eventSeen ID false behaving differently than expected?