Dialogue No Longer Works Thread #2 (Quest Bug - Dialogue, Sc

Post » Sun Nov 18, 2012 10:28 am

I'm wondering if the issue is tied into modifying the existing quests. Either way. I'm simply going to put a line in my readme file that once you meet my companion you save your game and reload. Problem seems to be solved until they fix this.
User avatar
Ellie English
 
Posts: 3457
Joined: Tue Jul 11, 2006 4:47 pm

Post » Sun Nov 18, 2012 2:01 am

I'm wondering if the issue is tied into modifying the existing quests. Either way. I'm simply going to put a line in my readme file that once you meet my companion you save your game and reload. Problem seems to be solved until they fix this.
The issue with that is that saving+reload doesn't work for everyone. As far as I can tell it's only like 60% successful. :/
User avatar
Nikki Hype
 
Posts: 3429
Joined: Mon Jan 01, 2007 12:38 pm

Post » Sun Nov 18, 2012 11:52 am

to me don't work....
User avatar
Sanctum
 
Posts: 3524
Joined: Sun Aug 20, 2006 8:29 am

Post » Sun Nov 18, 2012 8:40 am

My Own experience is The mods I was working with before the last upgrade to CK have the bug described. If I save the game and reload it the quest dialogue appears. The Mods I have created from scratch with the updated CK show no signs of this bug yet. Don't know if this explains anything or helps ??
User avatar
Rachael Williams
 
Posts: 3373
Joined: Tue Aug 01, 2006 6:43 pm

Post » Sun Nov 18, 2012 8:59 am

I didn't start the CK for some days and got a new update for the CK. Then I checked the forum and this thread is still running...
I guess the dialogue bug is still happening without a fix???
User avatar
Andrea P
 
Posts: 3400
Joined: Mon Feb 12, 2007 7:45 am

Post » Sun Nov 18, 2012 1:06 pm

Yes, no fix so far
User avatar
IM NOT EASY
 
Posts: 3419
Joined: Mon Aug 13, 2007 10:48 pm

Post » Sun Nov 18, 2012 3:47 pm

darn
Yes, no fix so far
darn
User avatar
Scott
 
Posts: 3385
Joined: Fri Nov 30, 2007 2:59 am

Post » Sun Nov 18, 2012 11:08 am

My Own experience is The mods I was working with before the last upgrade to CK have the bug described. If I save the game and reload it the quest dialogue appears. The Mods I have created from scratch with the updated CK show no signs of this bug yet. Don't know if this explains anything or helps ??
You mean, dialogue in Game Enabled quests works without having to save and load? Strange. :blink: Why does it work for some people and not for others? There must be a significant difference somewhere...
User avatar
Tamara Dost
 
Posts: 3445
Joined: Mon Mar 12, 2007 12:20 pm

Post » Sun Nov 18, 2012 1:02 pm

"You mean, dialogue in Game Enabled quests works without having to save and load? Strange. :blink: Why does it work for some people and not for others? There must be a significant difference somewhere... "

Not sure why it works in a couple of quests I have been playing with but had the thought that in one of them I have a quest marked start and on a timer it starts another quest. As well I have dialogue for one NPC that is bother part of a vanilla quest and one I have added. Maybe the mix ??
User avatar
TIhIsmc L Griot
 
Posts: 3405
Joined: Fri Aug 03, 2007 6:59 pm

Post » Sun Nov 18, 2012 5:30 am

Dialogue in a quest, game enabled or not, if the quest is started by an outside source like a script, the dialogue works fine according to reports.

It's a dialogue only quest that doesn't.
User avatar
claire ley
 
Posts: 3454
Joined: Fri Aug 04, 2006 7:48 pm

Post » Sun Nov 18, 2012 7:24 am

Dialogue in a quest, game enabled or not, if the quest is started by an outside source like a script, the dialogue works fine according to reports.

It's a dialogue only quest that doesn't.

Not in my case. In my case the stage is set in a end fragment script. When the stage goes to x, the dialog topic should appear when the player activates the NPC. Doesn't happen unless I save and reload. Maybe I'm doing something different, I dunno.
User avatar
loste juliana
 
Posts: 3417
Joined: Sun Mar 18, 2007 7:37 pm

Post » Sun Nov 18, 2012 2:32 pm

Not in my case. In my case the stage is set in a end fragment script. When the stage goes to x, the dialog topic should appear when the player activates the NPC. Doesn't happen unless I save and reload. Maybe I'm doing something different, I dunno.
A DIALOGUE "End Fragment"??
User avatar
james reed
 
Posts: 3371
Joined: Tue Sep 18, 2007 12:18 am

Post » Sun Nov 18, 2012 1:13 am

In the dialog view there's an area where you can specify a script to run at the end of the dialog. In that fragment my quest begins and the stage is advanced to 10. Normally the new top level dialog topic would appear when the NPC is activated. It doesn't unless you save and restart.
User avatar
Jeff Tingler
 
Posts: 3609
Joined: Sat Oct 13, 2007 7:55 pm

Post » Sun Nov 18, 2012 3:53 am

In the dialog view there's an area where you can specify a script to run at the end of the dialog. In that fragment my quest begins and the stage is advanced to 10. Normally the new top level dialog topic would appear when the NPC is activated. It doesn't unless you save and restart.

What I was referring to before was an outside source. So as reports go the following is another workaround.

Your quest with dialogue is Quest 1. The dialogue here doesn't work until save and reload. This quest is not Game Enabled.

But if you set up Quest 2, start game enabled and stage 10 tick as set up, so it immediately launched stage 10. In the stage script box, have a Quest1.SetStage(10) script.

This makes Quest 1 launch. And if reports are right, the dialogue should work without save and reload.


Bear in mind that this bug is known to defy the "rules" we've worked out. There are lots of conditions that work and don't work for different people.
User avatar
Blackdrak
 
Posts: 3451
Joined: Thu May 17, 2007 11:40 pm

Post » Sun Nov 18, 2012 12:05 pm

Not in my case. In my case the stage is set in a end fragment script. When the stage goes to x, the dialog topic should appear when the player activates the NPC. Doesn't happen unless I save and reload. Maybe I'm doing something different, I dunno.
That makes the whole bug thing more complicated. Are you sure, that your quest isn't set to start game enabled? I mean, of course you can set stage 10, and for the player the quest seems to start as it's the first time a log entry is visible. But since the quest was game enabled it has already started the first time the PlugIn was loaded. In that case the dialogue bug would occur and you'd need to save and reload to make dialogue appear.

What I was referring to before was an outside source. So as reports go the following is another workaround.

Your quest with dialogue is Quest 1. The dialogue here doesn't work until save and reload. This quest is not Game Enabled.

But if you set up Quest 2, start game enabled and stage 10 tick as set up, so it immediately launched stage 10. In the stage script box, have a Quest1.SetStage(10) script.

This makes Quest 1 launch. And if reports are right, the dialogue should work without save and reload.


Bear in mind that this bug is known to defy the "rules" we've worked out. There are lots of conditions that work and don't work for different people.
Dialogue in a quest won't work until the quest is started by anything, even if you save and reload a hundred times, that's no bug. Also, if a quest is checked with "Start Game Enabled", you can't start it again with trigger or script, because it's already running, even with setstage xx, you won't make the dialogue appear, unless you save and reload - that's the bug. Well, as we know it, so far.

It's true, it really appears to be different from user to user... If the bug actually does occur in quests which are not started game enabled (but by scripts or triggers), for some users and doesn't in game enabled quests for others, then it's really hard to find a reliable workaround for everyone and makes modding nearly impossible.

Anyway, if the bug is that nebulous, how is Bethesda supposed to fix it at all? You can't blame them that there's is still no patch. I think it takes time to track down the problem and there are still many people desperately waiting for a patch to fix the Dawnguard bugs.
User avatar
Robert Bindley
 
Posts: 3474
Joined: Fri Aug 03, 2007 5:31 pm

Post » Sun Nov 18, 2012 11:36 am

I agree, Elyanou, the nature of this "mess" means knowing whether you have the bug, or not, is becoming increasingly difficult ...

So, I think it would be interesting to know, whether or not people have Dawnguard installed (as in, they bought the DLC).

We know the bug was caused by the DG Update ... so might be interesting to know whether those who get the "odd" occurances (like Game Start Enabled actually works for them!!) had purchased and installed (and played) DG.
  • I do not have DG.
  • Game-Start-Enabled Quests (that functioned OK before the DG patch/DLC) do NOT function correctly unless I save and reload.

Anyone else prepared to post their situation ...?
User avatar
vanuza
 
Posts: 3522
Joined: Fri Sep 22, 2006 11:14 pm

Post » Sun Nov 18, 2012 10:26 am

I agree, Elyanou, the nature of this "mess" means knowing whether you have the bug, or not, is becoming increasingly difficult ...

So, I think it would be interesting to know, whether or not people have Dawnguard installed (as in, they bought the DLC).

We know the bug was caused by the DG Update ... so might be interesting to know whether those who get the "odd" occurances (like Game Start Enabled actually works for them!!) had purchased and installed (and played) DG.
  • I do not have DG.
  • Game-Start-Enabled Quests (that functioned OK before the DG patch/DLC) do NOT function correctly unless I save and reload.
Anyone else prepared to post their situation ...?
Good idea, h4event, this could also help the developers to find a solution. As for myself, I haven't bought Dawnguard yet and the dialogue in "Start Game Enabled" Quests won't work unless saving and reloading - quests, started with script, event or trigger, however function normally. I work with Creation Kit version 1.6.89.0
User avatar
Alba Casas
 
Posts: 3478
Joined: Tue Dec 12, 2006 2:31 pm

Post » Sun Nov 18, 2012 2:39 am

What I'm saying is a dialogue quest, start enabled or not, doesn't work until you save and reload. But if you have start enabled unticked, and use anoter quest to Start() that quest, it will/should work without save and reload.
User avatar
victoria gillis
 
Posts: 3329
Joined: Wed Jan 10, 2007 7:50 pm

Post » Sun Nov 18, 2012 3:37 pm

What I'm saying is a dialogue quest, start enabled or not, doesn't work until you save and reload. But if you have start enabled unticked, and use anoter quest to Start() that quest, it will/should work without save and reload.

I'm pretty sure the custom quest is not start game enabled and I still see the issue but i will double check when I get home from work.
User avatar
-__^
 
Posts: 3420
Joined: Mon Nov 20, 2006 4:48 pm

Post » Sun Nov 18, 2012 1:45 am

I think I can confirm the start game enabled condition. The first 3 of my main quests are like this. 1 is SGE (start game enabled). But you can complete it without doing any dialogue. (Multiple paths) Then 2 is started by 1, and it runs smooth as butter, as does 3, started by 2. However when you hit 4 it no longer works. 4 is SGE due to some pre-quest dialogue that I need to display.

So could I make a 'dummy' quest that just runs a script once to start all my other quests? Effectively killing the bug for now?
User avatar
Gen Daley
 
Posts: 3315
Joined: Sat Jul 08, 2006 3:36 pm

Post » Sun Nov 18, 2012 10:51 am

So could I make a 'dummy' quest that just runs a script once to start all my other quests? Effectively killing the bug for now?

That's what I did to work around this bug... I mentioned the details back on middle/buttom of page 2 (on this current thread). It seems the "code only" Start Game Enabled quests have no problems.
User avatar
TASTY TRACY
 
Posts: 3282
Joined: Thu Jun 22, 2006 7:11 pm

Post » Sun Nov 18, 2012 8:12 am

That's what I did to work around this bug... I mentioned it back toward to middle/buttom of page 2 (on this current thread). It seems the "code only" Start Game Enabled quests have no problems.
Okay, silly questions then. Would this be the right Event to use in the quest script to make it fire when it first runs? (At game start) http://www.creationkit.com/OnReset_-_ObjectReference Or would http://www.creationkit.com/OnInit_(Papyrus) be better?
User avatar
Kevin Jay
 
Posts: 3431
Joined: Sun Apr 29, 2007 4:29 am

Post » Sun Nov 18, 2012 7:14 am

Okay, silly questions then. Would this be the right Event to use in the quest script to make it fire when it first runs? (At game start) http://www.creationkit.com/OnReset_-_ObjectReference Or would http://www.creationkit.com/OnInit_(Papyrus) be better?

You could simply make the problem quest (lets call it your quest) a property in your dummy one. Give it no name, and a none quest type. Tick SGE, make a stage 10, and tick that as Start-up Stage. Then in the Fragment box, have

YourQuest.Start()

Should work fine mate.
User avatar
Joie Perez
 
Posts: 3410
Joined: Fri Sep 15, 2006 3:25 pm

Post » Sun Nov 18, 2012 1:12 am

You could simply make the problem quest (lets call it your quest) a property in your dummy one. Give it no name, and a none quest type. Tick SGE, make a stage 10, and tick that as Start-up Stage. Then in the Fragment box, have

YourQuest.Start()

Should work fine mate.
Alright if this doesn't work I'll do that. I made a quest script using OnInit(). I hope this works because I don't want to redo it, I have over 15 quests that I'm starting this way now. :P

I'll report back with whether or not this works!
User avatar
Adriana Lenzo
 
Posts: 3446
Joined: Tue Apr 03, 2007 1:32 am

Post » Sun Nov 18, 2012 2:09 pm

Okay, I did some brief checking and SQV commands ingame and it worked for the most part. A few quests that should have started didn't, but I'm going to go check my properties to make sure I didn't type something in wrong somewhere.

I just hope this works for all my testers! This has put a major dent in quest testing for my project.
User avatar
candice keenan
 
Posts: 3510
Joined: Tue Dec 05, 2006 10:43 pm

PreviousNext

Return to V - Skyrim