Thanks for the reply, Lance!
This is how it is laid out in my module in this situation: The PC and a companion enters an inn. When entering the area they walk through a trigger that triggers a conversation (I use the SpeakTrigger but with SetCutSceneMode() to make sure it happens, and set it to “off” in a node so that the characters can move once the dialog is done) which always works by the way. At the end of this conversation a script (made with help from KevL_s and/or Aqvilinus, I believe) runs, where the companion is removed from the roster and teleported to behind a chair in this same inn, while the PC is teleported to behind another chair. Then this part of the script in my previous post runs.
When trying to do a delaycommand to 1.7 on the second ActionInteractObject and then 2.0 on the CreateIPSpeake the conversation runs almost all of the time, but then the characters seem to, for most of the time, happen to sit themselves beside the chairs and not on them. Really weird.
I think I’ll actually go back to what I had here with all the delays to 1.5 seconds, and if the conversation doesn’t run, the player will probably go to the companion and click to try and start the conversation. This conversation, that is supposed to start, is another conversation that isn’t on this character normally, but I’ll think I’ll copy that to the companion’s main/normal conversation and put it above everything else with the use of gc_area. This companion is a temporary companion (in fact she is an NPC most of the time but I’ve put the companion scripts on her since there’s influence points to be gained etc.) and this is the only time she is ever at the inn, and that’s why I think this will work.
It’s tedious work to make all these kind of “debug things” just because a script doesn’t fire the way it should. And this is the most frustrating thing with NWN2 in my opinion. Maybe it’s because I want NWN2 to behave in a way it really wasn’t made for. I love conversations, characters, choices and story…battles are just filler for me to add to the excitement. And NWN2, like most RPGs, seems to be made primarily with fighting and battles in mind.