Dialogue no longer works

Post » Sun Nov 18, 2012 3:00 am

Good to know. I am very pleased, that you have been able to positively rule out the possibility, that "Start Game Enabled" might have any causality with the issue. Otherwise, I would have thought it a bit odd to try to suppress any evidence seeking in the matter. :smile:
I don't think I stated that "Start Game Enabled" had no impact on the problem. Quite the opposite - it's known that it DOES. I'm just saying it's not THE only issue.

So I made another test, this Quest does not use the "Starts Game Enabled" and instead starts when someone enters a trigger zone. I think someone reported earlier in this thread that this does work, and now I have a "working" example.

Note: I am posting this very simple "DialogTest" esp for anyone who might want to look at it. It's available here: https://docs.google.com/open?id=0B3TysEPqbHr7cmtKNmI5V0NQWUU

The quest does not start enabled but instead uses a trigger, located in Whiterun Stables, to start the quest.
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City Swagga
 
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Post » Sat Nov 17, 2012 11:31 pm

Decided to go through my mod and see how long before a start enabled would fire off. Started in game at Fridas 10:40 and tried again on Middas at 2:40 and it worked. Went and did all of Sniffs quest, noticed odd behavior with combat subset of dialogue. I have two infos for Sniffs' Combat Topic dialogue. Both are set with flag of Random and only condition is that the speaker is Sniffs. The top info from the topic is the only one that ever fires currently.

Before the patch, it would actually alternate after 2-3 instances, and appear random in how he would select this.

Arron Dominion, are you saying that you started a game with a quest set to "Start Game Enabled" and then just gave the game time to eventually get around to actually firing off your start event? And what does the "fire-off" event look like? Something like a message box in a script fragment? Or is it the dialog that you wait to see come up?
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Laura-Jayne Lee
 
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Post » Sat Nov 17, 2012 3:46 pm

Fire-off as start dialogue like normal, my bad. So the quest is Start Game Enabled with a priority value of 60. Before hand, NPC could not initiate the conversation, then at the end of the above time window (with fast travels in between), the NPC could be conversed with, allowing progression since the NPC is setup to become a potential companion in the end.

I loaded a save game I had before 1.1 released when I did the test.
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Lisa Robb
 
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Post » Sat Nov 17, 2012 4:59 pm

I just want to point out that in my Dawnguard game, the bug extends to vanilla NPCs. For example, dialogue I have already had with Serana IS NOT GRAYED OUT unless I save/re-load. I don't know if it's been said before, but the problem is not "Say Once" per se, but that all dialogue resets, and "Say Once" repeating is a symptom that results from the game not flagging what lines you've previously listened to.

EDIT: Here is a video showing what I mean. Shows a Dawnguard NPC and location so kind of spoilery but not really as there's no context.
http://www.youtube.com/watch?v=hQbedm3x2Ko

See? Obviously Dawnguard does suffer from that new form of dialogue bug! I'd like to add, that I already noticed the "SayOnce" problem with some thieves guild dialogues (not only Delvin, but Vex and some fences, too) BEFORE patch 1.7 - with version 1.6.89.0.
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Big mike
 
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Post » Sat Nov 17, 2012 7:46 pm

See? Obviously Dawnguard does suffer from that new form of dialogue bug! I'd like to add, that I already noticed the "SayOnce" problem with some thieves guild dialogues (not only Delvin, but Vex and some fences, too) BEFORE patch 1.7 - with version 1.6.89.0.
Oh snap.

So then hopefully this shoots up on Beth's priority list of things to fix. :/
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Lloyd Muldowney
 
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Post » Sun Nov 18, 2012 3:46 am

Yes, that can only be good news in terms of being able to expect it getting fixed.
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SamanthaLove
 
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Post » Sat Nov 17, 2012 9:16 pm

What if you do the same for a vanilla quest? IE, add a topic to an existing Vanilla quest from the Skyrim.esm?
My old version of ScenicCarriages does this and that is working fine.

But, I just updated my test ESP to check and I get the same results - it works fine. No Save & Reload required - dialog option shows up first time.
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Sami Blackburn
 
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Post » Sat Nov 17, 2012 9:06 pm

See? Obviously Dawnguard does suffer from that new form of dialogue bug! I'd like to add, that I already noticed the "SayOnce" problem with some thieves guild dialogues (not only Delvin, but Vex and some fences, too) BEFORE patch 1.7 - with version 1.6.89.0.
Yeah, that's probably the best news so far! (And it blows apart my Thalmor/Bethesda Conspiracy Theory.)
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Nadia Nad
 
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Post » Sat Nov 17, 2012 2:42 pm

Has anyone else seen this (saw this posted on a website)?
The bug GetQuestCompleted always returns a 0 under Skyrim 1.7, so quests are never marked completed.

http://www.theengineeringguild.co.uk/
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adam holden
 
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Post » Sat Nov 17, 2012 3:35 pm

Has anyone else seen this (saw it on a website)?

I just tried with a package condition and a topic condition, and it worked fine with both.
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Sunnii Bebiieh
 
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Post » Sun Nov 18, 2012 2:01 am

Hi guys,,, [censored] I don't get around enough, but to confirm.. yes the moonpath also has this issue for esp 1.7 and had it forever with 1.68 on ESM (still has it).

I was able to remove it once, by completely creating a new dialogue and topics and moving all the info's to the new topics (hope i'm remembering right).. This actually fixed it.. until it came back after adding a new quest to the mod(new npc's as well) so i gave up and just put save and load once in the requirements for the ESM install.

My theory was that if you use the questwindow to make quests and script in there and don't use the notepad approach sometimes you'll retain old bits of script that you removed.. (old properties and [censored]) and if youoab leave a property on a script unassigned it will fail the first time it runs. Anyway i'm off the above variety and my coding is crap anyway. so I always assumed it was some sort of minor error that I made that only autocorrects after a load.

So not much help.. but thanks for pointing out that the start enabled is part of the problem.. I'll try and see if I can fix it using that..

Also the GEtquestcompleted always returns 0.. I can confirm some people report issue's related to this , i'll try ans see if thats in the ESM or ESP version.. (its not consistent though, have had users report finishing all the quests, including those depended on getcompleted of other quests)
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Eve Booker
 
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Post » Sun Nov 18, 2012 3:36 am

I con confirm that GetQuestCompleted bug is not consistent, my companion mod uses a custom follower system which depends on having the quest to acquire the follower completed before appearing, which worked when I posted earlier in the thread.
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Invasion's
 
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Post » Sat Nov 17, 2012 5:06 pm

I have a custom map that I am working on and even though I started all of the quest stuff this week (after the patch I suppose) I am having the same trouble where my two NPC will randomly just not talk to the player. So throw one more on the bandwagon of broken dialogue. The only thing I have noticed is that it doesn't seem to be based on the save file. I couldn't get it to work this morning and then I loaded up the same save file later today and it worked fine.
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patricia kris
 
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Post » Sat Nov 17, 2012 2:32 pm

Please excuse me for making silly suggestions, as I have no direct experience of the matter, but I wonder, if anybody has had the chance to see whether Dawnguard would show any signs of this issue, and whether there might be anything different about how new quests in it are set up?

If Dawnguard does not suffer from this issue, but user-created ESM-mods do, there must be a difference somewhere, and hopefully that difference might be observable, if it is in the ESM rather than hidden inside the game engine itself.

Also, I tried reading this thread very carefully, but in the end I did not get a perfectly clear picture of whether the following is strictly true, which I would think is very essential for understanding the nature of the issue:
I was especially confused by the following:unless there is something I missed that would reconcile these observations.
See? Obviously Dawnguard does suffer from that new form of dialogue bug! I'd like to add, that I already noticed the "SayOnce" problem with some thieves guild dialogues (not only Delvin, but Vex and some fences, too) BEFORE patch 1.7 - with version 1.6.89.0.
Oh snap.

So then hopefully this shoots up on Beth's priority list of things to fix. :/

There are at least two places in the quest line in Dawnguard where it looks like the dialogue quest might be the issue.

http://www.gamesas.com/topic/1402261-volkahir-keep/

This one hasn't happened to me.

http://www.gamesas.com/topic/1402253-bloodstone-chalice-wont-advance/

I was the first one to report this, but there is one other person who has reported the same thing. The Vampires in that fort do not recognize that my character is now a vampire so no dialogue options are available.
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Joie Perez
 
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Post » Sun Nov 18, 2012 1:20 am

I'm not at my dev box right now or I'd check this myself but ... did anyone notice an update sneaking in last night? I saw the steam download box but somehow I got distracted before I had a chance to check the version number.

I've been hoping that Beth pushed out a sneaky fix for some of this stuff. Although there's no clamour for a new SKSE version, so whatever it was, it's probably something else.
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City Swagga
 
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Post » Sat Nov 17, 2012 3:11 pm

Nope, didn't see anything pop up on the radar. Skyrim and the CK are both still at 1.7.7 and 1.6.89.
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biiibi
 
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Post » Sat Nov 17, 2012 3:51 pm

I'm not at my dev box right now or I'd check this myself but ... did anyone notice an update sneaking in last night? I saw the steam download box but somehow I got distracted before I had a chance to check the version number.

I've been hoping that Beth pushed out a sneaky fix for some of this stuff. Although there's no clamour for a new SKSE version, so whatever it was, it's probably something else.

Good catch. Something got downloaded. Hopefully a fix?

Arthmoor is probably right.
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sarah
 
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Post » Sat Nov 17, 2012 7:38 pm

No download for me. All that updated yesterday was the Source Filmmaker for me. No Skyrim or CK updates.
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OnlyDumazzapplyhere
 
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Post » Sat Nov 17, 2012 2:34 pm

Sure it wasn't just a random Steam client update? I catch those every now and then and never find anything saying what got done.
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Jennifer Rose
 
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Post » Sun Nov 18, 2012 12:22 am

Has anyone tried to contact them via bethblog regarding this? Some tried to PM GStaff but I guess no answer from him.
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Sam Parker
 
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Post » Sun Nov 18, 2012 2:37 am

Has anyone tried to contact them via bethblog regarding this? Some tried to PM GStaff but I guess no answer from him.
No. Gstaff was at Quakecon so he's probably pretty far behind in answering messages. Hopefully he uses the weekend to do some light reading. :P
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Sammi Jones
 
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Post » Sat Nov 17, 2012 1:15 pm

Nope, didn't see anything pop up on the radar. Skyrim and the CK are both still at 1.7.7 and 1.6.89.

I get 1.7.7.0.6 and 1.6.89.

Maybe it's a regional thing.
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Mistress trades Melissa
 
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Post » Sat Nov 17, 2012 9:30 pm

I get 1.7.7.0.6 and 1.6.89.

Maybe it's a regional thing.

I believe 1.7.7.0.6 is the full version number. Most people either abbreviate it to 1.7 or 1.7.7. Personally, I prefer the full version number as it's good for tracking down possible minor release variations.
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Breautiful
 
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Post » Sun Nov 18, 2012 1:40 am

Yes, and 1.6.89.0.6 is the full version number there too.

Also, apparently 1.7.13.0.6 has hit the XBox/PS3 side so PC is a version or so behind now. This may well change when the CK update comes, and one will need to come to handle Dawnguard navmeshes properly.
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Imy Davies
 
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Post » Sat Nov 17, 2012 7:26 pm

I just hope that that also features a fix for the dialogue problem. :/
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Verity Hurding
 
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