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

Post » Sun Nov 18, 2012 1:48 am

Okay, this is partially working, here's the details:

I'm trying to start 14 quests with this method. 7 of them are constantly running dialogue quests, those all start just fine. The other 7 are legit player quests. Of those, only 3 start properly. The other 4 don't start, and I can't figure why. They start just fine when they're SGE, and I changed absolutely nothing, but they don't start via this method. I checked that they are properly defined in the script and all that, and they are.

Anyone have any ideas?

EDIT: I tested repeatedly with the exact same results every time. So at least it's consistent...
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Melung Chan
 
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Post » Sun Nov 18, 2012 8:23 am

Okay, this is partially working, here's the details:

I'm trying to start 14 quests with this method. 7 of them are constantly running dialogue quests, those all start just fine. The other 7 are legit player quests. Of those, only 3 start properly. The other 4 don't start, and I can't figure why. They start just fine when they're SGE, and I changed absolutely nothing, but they don't start via this method. I checked that they are properly defined in the script and all that, and they are.

Anyone have any ideas?

EDIT: I tested repeatedly with the exact same results every time. So at least it's consistent...

Maybe it's too many at once :shrug:

Make a stage 20 in the launcher dummy quest, setstage(20) in the stage 10 fragment, and Start() more quests in the stage 20 box.

So you'll start some in stage 10 and the rest in 20.
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Mark Churchman
 
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Post » Sun Nov 18, 2012 3:39 pm

Maybe it's too many at once :shrug:

Make a stage 20 in the launcher dummy quest, setstage(20) in the stage 10 fragment, and Start() more quests in the stage 20 box.

So you'll start some in stage 10 and the rest in 20.
I thought that may be a cause as well, the weird thing is that the quests that it fails are right in the middle of the script. I'd think it would do the first 10, then start failing. Not do 4, fail a few, start another, fail a few more, then start the rest... Assuming it would try to start them from top to bottom...

Anywho I'll try your stage setup now.
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benjamin corsini
 
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Post » Sun Nov 18, 2012 4:55 am

Yea it's weird mate. I'm literally just guessing with my suggestion :P
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Aman Bhattal
 
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Post » Sun Nov 18, 2012 6:43 am

Mmmm..... Strange.... Put some wait times in-between?
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Adam Kriner
 
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Post » Sun Nov 18, 2012 7:43 am

Alexander, as a test maybe you could change the order that you are starting the quests. For example, move the ones that currently do not start to the top of the script so that they start first. That way you could see if those same quests always fail to start or if changing the order causes different quests to fail to start.
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Marcia Renton
 
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Post » Sun Nov 18, 2012 1:12 am

I broke it into Big's suggestion. My quest has Stage 1, which starts the 7 player quests, and Stage 2 which starts the 7 dialogue quests. The same quests fail, while the other ones still start properly. This is so odd... It's like the quests can't be started with a Start() command, they have to be SGE...
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Solène We
 
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Post » Sun Nov 18, 2012 5:23 am

I broke it into Big's suggestion. My quest has Stage 1, which starts the 7 player quests, and Stage 2 which starts the 7 dialogue quests. The same quests fail, while the other ones still start properly. This is so odd... It's like the quests can't be started with a Start() command, they have to be SGE...
Just for context, I am staring my dialog quest by passing it in as a property and starting it on the OnInit(). I don't see any reason it would work differently though using B1gBadDaddy's script fragment idea. I'm only starting one quest though... so I would give Black RL's suggestion a try and put in wait's between the startups. Sadly, I find Utility.Wait() helps in many odd scenarios.

Just for some trouble shooting - have you tried just taking one of the not-working quests and started ONLY that one? This will tell you if it's something with the quests itself or if it is a race condition or performance issue causing the problem.
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BEl J
 
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Post » Sun Nov 18, 2012 2:56 pm

so I would give Black RL's suggestion a try and put in wait's between the startups. Sadly, I find Utility.Wait() helps in many odd scenarios.

So true.....
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Cayal
 
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Post » Sun Nov 18, 2012 4:40 am

I broke it into Big's suggestion. My quest has Stage 1, which starts the 7 player quests, and Stage 2 which starts the 7 dialogue quests. The same quests fail, while the other ones still start properly. This is so odd... It's like the quests can't be started with a Start() command, they have to be SGE...

I've taken to starting quests at stage zero, and having that stage do nothing except for calling SetStage(10). I'm finding quests often aren't fully initialised in the startup stage. On the other hand, the SetStage doesn't seem to get processed until everything is in place. I started doing that after I had a few baffling quest problems and on the whole it seems to be good practice.

The other thing I find works well is launching quests from the Story Manager. You a lot of choice as to where and how to start the quest, and you can avoid issues with SGE.
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Bloomer
 
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Post » Sun Nov 18, 2012 4:25 pm

Just for some trouble shooting - have you tried just taking one of the not-working quests and started ONLY that one? This will tell you if it's something with the quests itself or if it is a race condition or performance issue causing the problem.
I commented out all the lines (with ; ) except for one of the player quests that wasn't firing up, and it worked. How odd. I guess the player quests have so much going on that the engine gets bogged with them all starting up at once and can't work with it. While the dialogue quests contain little to no scripting/aliasing/etc so they're very quick to boot up. I guess I'll try adding some Wait() commands in there so it takes its time. After all, so long as they're all started by the time the player gets to them it shouldn't matter.

I'll let you guys know if I get them all working! And I didn't mean to derail the whole thread with my specific situation, so I appreciate you all chiming in to help! :smile:
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Rach B
 
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Post » Sun Nov 18, 2012 12:45 pm

Well, no matter what I try it wont start all of them. I tried adding Utility.Wait() between some of them, I tried between every single one. I tried breaking up the entire quest into a bunch of stages and doing all the dialogue first, then player quests 2 at a time. No matter what it seems to backfire on those select quests if I do more than just them... So I've cut it back to only starting up my 7 dialogue quests, because at least those work. It's better than nothing. I don't have time to keep messing with this right now, I have to design two exteriors and one interior today.

Thanks everyone for your help! Now at least it wont be eerily silent as I walk around town.
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RaeAnne
 
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Post » Sun Nov 18, 2012 8:58 am

I wonder if this is linked, if the game is running into memory management/processing issues running dialogue or scripts outside of the factored in vanilla content (based on whatever internal check for what is vanilla, despite alterations to the vanilla content) somehow.
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lauraa
 
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Post » Sun Nov 18, 2012 3:41 pm

Hey there, thanks for these workarounds. At least my dialogues and questscripts now are working again.

Only packages (at least travel packages) inside my scenes don't work yet. Has anyone a fix for this? It's kind of frustrating not being able to test a nearly finished mod because of a broken game and/or modding tool...
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sam
 
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Post » Sun Nov 18, 2012 12:05 pm

Hey there, thanks for these workarounds. At least my dialogues and questscripts now are working again.

Only packages (at least travel packages) inside my scenes don't work yet. Has anyone a fix for this? It's kind of frustrating not being able to test a nearly finished mod because of a broken game and/or modding tool...
Are you using custom locations for your travel destinations? There are issues http://www.gamesas.com/topic/1409000-new-bug-on-change-location-events/ with custom locations and travel packages, since the latest patch, which I can also confirm. Travel procedures in my mods don't work with custom locations, I have to use the custom cell as destination instead.
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OTTO
 
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Post » Sun Nov 18, 2012 3:10 am

Well, no matter what I try it wont start all of them. I tried adding Utility.Wait() between some of them, I tried between every single one. I tried breaking up the entire quest into a bunch of stages and doing all the dialogue first, then player quests 2 at a time. No matter what it seems to backfire on those select quests if I do more than just them... So I've cut it back to only starting up my 7 dialogue quests, because at least those work. It's better than nothing. I don't have time to keep messing with this right now, I have to design two exteriors and one interior today.

Thanks everyone for your help! Now at least it wont be eerily silent as I walk around town.

That's bad news.

Bethesda, help, please?
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Jack
 
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Post » Sun Nov 18, 2012 12:30 pm

I have a real simple solution. I'm simply going to put in the readMe that after you meet her and have her follow you, you must save your game and restart. Problem solved.
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Mashystar
 
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Post » Sun Nov 18, 2012 4:06 am

I have a real simple solution. I'm simply going to put in the readMe that after you meet her and have her follow you, you must save your game and restart. Problem solved.
Unfortunately the saving and reloading solution doesn't work for all users (only 60%) as already mentioned in this thread. It's a nasty bug.
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Dragonz Dancer
 
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Post » Sun Nov 18, 2012 12:00 pm

Are you using custom locations for your travel destinations? There are issues http://www.gamesas.com/topic/1409000-new-bug-on-change-location-events/ with custom locations and travel packages, since the latest patch, which I can also confirm. Travel procedures in my mods don't work with custom locations, I have to use the custom cell as destination instead.
This unfortunately won't work for me as I want my characters to move inside my custom cell to certain points (aka xmarkers)
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Andres Lechuga
 
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Post » Sun Nov 18, 2012 6:15 am

For any whom it may interest:

I've created a dummy quest for each quest that wouldn't start indevidually, and that seems to do the trick! E.g. I have FSSQ03, which is the actual content quest, then FSSQ03Starter which simply calls a Start() on FSSQ03. This appears to have gotten all of my quests working!
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Marine x
 
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Post » Sun Nov 18, 2012 3:04 pm

That's good to hear!
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Tanya Parra
 
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Post » Sun Nov 18, 2012 4:13 pm

That fits with my experience, thinking about it. I have a quest line in the making with several chained quests, all launched by one another, and the first from a story manager quest that just launches the quest and nothing more.

That said, the one that gave me all the trouble I thought was launched by the story manager too ... but maybe it was launched directly by the SM. Something to check later on tonight...
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Carlos Vazquez
 
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Post » Sun Nov 18, 2012 2:58 am

For any whom it may interest:

I've created a dummy quest for each quest that wouldn't start indevidually, and that seems to do the trick! E.g. I have FSSQ03, which is the actual content quest, then FSSQ03Starter which simply calls a Start() on FSSQ03. This appears to have gotten all of my quests working!
Which is more evidence that the BIG-FAT-Elephant in the room is: "Game-START-Enabled" is no longer functioning correctly (and many other symptoms are either related, or not related but just damned bad luck).



Out of interest, AV: Is FSSQ03Starter Game-Start-Enabled??
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Dalton Greynolds
 
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Post » Sun Nov 18, 2012 10:46 am

Which is more evidence that the BIG-FAT-Elephant in the room is: "Game-START-Enabled" is no longer functioning correctly (and many other symptoms are either related, or not related but just damned bad luck).



Out of interest, AV: Is FSSQ03Starter Game-Start-Enabled??
Yes it is. All of the 'starter' quests I've created are. They having nothing but a short script that defines another quest as a property, and then calls to start that quest.

I have one stubborn quest that simply refuses to start now no matter what via a Start() command (But did before), luckily it's a convenient quest that can be skipped for now.

However, interesting fact; It can also be started by entering a trigger. However it doesn't start even then until the trigger is entered for the 4th or 5th time. (I.e. after repeatedly returning to the area in the worldspace, it suddenly properly triggers)

I still hope they get this all fixed since until that I can't gurentee that any quest issue experienced isn't being caused by this bug...
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Heather M
 
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Post » Sun Nov 18, 2012 4:43 am

Yes it is.
*Faints* :(
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Heather Dawson
 
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