Custom Quest Dialog no longer working?

Post » Sun Nov 18, 2012 12:00 pm

Not too sure what's causing this problem, but currently any custom dialog I had written up for my custom quest no longer appears to be working.

Long story short; before working on the LOD and Navmesh for my custom worldspace, I completed the quest stages and associated quest dialog for my custom quest. In game, everything worked perfectly; my custom NPC would forcegreet the player, exchange a few lines of dialog, and the quest would kick off without a hitch. So far so good.

But now that I've finished the LOD and Navmesh I decided to go back and revisit the quest to make a few changes. However before making any changes I decided to step through what I had already done so far. The custom NPC still forcegreets, but now, for reasons inexplicable, no longer says what he's supposed to say to advance the quest. Nor do any other custom NPC's associated with my quest for that matter. The NPC's still use the default greetings associated with their voice type, like 'Yes' 'What is it' 'Speak up', however no quest-specific dialog appears anymore.

So I rolled back the mod to a save I took before I began working on the LOD and Navmesh, back when I definitely knew it was working, but it was still broken even under that old version so I can only assume there's some sort of external factor interfering here. I've unloaded any other mods I had installed to bring things back to vanilla Skyrim however this did not solve the problem either.

The only other changes I can think of between then and now was the installation of a new patch update, and the installation of the Dawnguard DLC. Unloading the Dawnguard DLC did not change a thing but I guess it was worth a shot.

Just for kicks I just created a new test mod with a custom quest with an NPC and one line of quest dialog. Jumped in game, the quest starts, however the NPC never uses the custom dialog. Regardless, the problem cannot be quest configuration because I had it working perfectly before I started working on the LOD and Navmesh and hadn't touched it since.

Is anyone else getting this problem too? I have the suspicion that it might be related to the latest patch update, but I'm not entirely sure. If it was some files I accidentally deleted while working on the LOD, then it should've worked for that new test mod I created.

I'm out of ideas.
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Maria Garcia
 
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Joined: Sat Jul 01, 2006 6:59 am

Post » Sun Nov 18, 2012 5:33 am

There is a bug with new dialogue. You may find that after saving with your mod active, and loading that save, dialogue miraculously reappears.
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Baylea Isaacs
 
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Joined: Mon Dec 25, 2006 11:58 am

Post » Sun Nov 18, 2012 1:54 pm

I got the same problem. I sat litterly 5 hours yestoday to try and figure this out. Wierdly if you delete -all- quest aliases and remake them then dialogue works again however I couldnt get the quest markers to work. So I gave up. This morning i tried again. Dialogue doesent work again even though I made no new save or touched anything. I tried deleting the aliases and remaking them. Haleluja dialogue works again but now quest markers also work. It is so strange and frustrating to work with. I feel like a carpenter who is building a house using his own head as a hammer because his own doesent always work.
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xx_Jess_xx
 
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Joined: Thu Nov 30, 2006 12:01 pm

Post » Sun Nov 18, 2012 10:04 am

I think I already have a hole in my head that perfectly fits that nail.
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Jeff Tingler
 
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Joined: Sat Oct 13, 2007 7:55 pm

Post » Sun Nov 18, 2012 10:07 am

Ok found a solution. Seems like it did have something to do with the 1.7 patch.

Unload the mod then reload it.
Save and exit.
Reload the save.

Custom dialog now appears to be working again, at least for me. That was fun.
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Shannon Lockwood
 
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Joined: Wed Aug 08, 2007 12:38 pm

Post » Sun Nov 18, 2012 11:31 am

I am also having loads of trouble with quest dialogue. It seems to work only when it wants to, and even the save/reload trick doesn't work for me all the time. It makes it quite difficult, especially when you're a complete novice to the CK, and you aren't sure if the problem is in your dialogue conditions or if it's in the CK's bugginess. I hope a fix is a top priority for the Devs. :confused:
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Laura Wilson
 
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