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

Post » Sun Nov 18, 2012 2:44 am

*Faints* :(
It just appears that when a quest is GSE, the dialogue and scene related parts don't line up like they should. They aren't loaded in properly.

All of the script only (finding notebooks, killing a certain number of enemies,etc) parts of all of my quests worked just fine, only the dialogue and related scenes were broken. So, *Kind of faints too*.

I really hope they fix this in 1.8.
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Kim Bradley
 
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Post » Sun Nov 18, 2012 3:08 pm

Results with the USKP are similar. All of the retroactive fix quests are start game enabled, and all they have are attached scripts to perform various checks on things. They have never failed to execute in all the testing I've done under 1.7.

I think the problem is limited to actual dialogue events, because the branch I added to a vanilla dialogue tree I was trying to fix did not show up, even though the vanilla quest was started, running, and the NPC was using the vanilla dialogue. It simply cut out and dropped from the menu when it got to where my stuff was supposed to be. Right up until doing the old save+reload trick.

I fixed it by shuffling things around so that all the vanilla dialogue was on vanilla branches. A bit less elegant a fix, but it works.
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kitten maciver
 
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Post » Sun Nov 18, 2012 4:16 pm

I fixed it by shuffling things around so that all the vanilla dialogue was on vanilla branches. A bit less elegant a fix, but it works.

Ahh, that explains the difference from my earlier tests. When I tested added new dialog to a vanilla quest, I created a new branch, which worked just fine without having to save & reload.
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Jynx Anthropic
 
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Post » Sun Nov 18, 2012 12:51 pm

Hello Mate
I had similar issues with my quest and dialogue before. Clean save, will not solve the problem sometimes.
What I did, is I started New Game !
Delete all your saved games, Start a new Game with your mod checked. it worked fine for me.
If this did not work, then check your quest setup again, there might have something wrong with it and not the game.
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Harry Leon
 
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Post » Sun Nov 18, 2012 5:34 am

the dialog bug has some more nasty roots, at least for me none of the pseudofix worked , my quest make use of courier and it totally skips my courier quest and since all is linked , I can only wait for the 1.8 to fix this annoying bug ...
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Jennifer Munroe
 
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Post » Sun Nov 18, 2012 8:04 am

the dialog bug has some more nasty roots, at least for me none of the pseudofix worked , my quest make use of courier and it totally skips my courier quest and since all is linked , I can only wait for the 1.8 to fix this annoying bug ...
Have you heard/read somewhere that this is going to be fixed in 1.8? Or are you just hoping? I really hope it's fixed in 1.8. In the mean time, it would be nice (but unlikely) if they actually acknowledged there's a problem and plan to fix it!
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Silencio
 
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Post » Sun Nov 18, 2012 4:57 am

Have you heard/read somewhere that this is going to be fixed in 1.8? Or are you just hoping? I really hope it's fixed in 1.8. In the mean time, it would be nice (but unlikely) if they actually acknowledged there's a problem and plan to fix it!

This!

Please Bethesda, how can we work with such a big issue? Many thanks.
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kelly thomson
 
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Post » Sun Nov 18, 2012 4:05 am

No I haven't heard anything , neither read anything , I am just hoping , if by the 1.8 this won't get fixed I guess I can throw away all the work done on my quests because they are simply not even starting ...
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Michelle Serenity Boss
 
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Post » Sun Nov 18, 2012 3:56 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.

sge?
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Rachel Cafferty
 
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Post » Sun Nov 18, 2012 8:55 am

sge?

Start Game Enable
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Cameron Garrod
 
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Post » Sun Nov 18, 2012 8:32 am

I did a full reload of the mod I'm working on. Now the save/reload doesn't work. I think I'm going to go the route of having a note start the quest.
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Susan
 
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Post » Sun Nov 18, 2012 9:59 am

Have you heard/read somewhere that this is going to be fixed in 1.8? Or are you just hoping? I really hope it's fixed in 1.8. In the mean time, it would be nice (but unlikely) if they actually acknowledged there's a problem and plan to fix it!
Bethesda has acknowledged the problem and said they are working on a fix. That was back before 1.7, but they know it's still not fixed, unless Gstaff has been saying, "I'll pass this info on to them" then throwing our messages in a paper shredder, which he wouldn't do. :P
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Cagla Cali
 
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Post » Sun Nov 18, 2012 1:58 pm

More interesting developements:

I added another quest - Scripted a new side quest, and added the corresponding 'Starter' quest to start it up. Now the ONE quest that wouldn't start before starts, and all my other sidequests dont. xD Goddang this is obnoxious.

Luckily entering 'Startquest myquest' into the console starts the sidequests just fine, so it can be used for testing. But boy, I really hope Bethesda patches this in 1.8.
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Dewayne Quattlebaum
 
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Post » Sun Nov 18, 2012 8:40 am

Indeed. It's irritating, but at least there's a workaround.

Couldn't you use a single startup quest to put calls in to start all your other ones? Rather than giving each one its own startup kicker? Or would that be enough to overwhelm Papyrus?
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cutiecute
 
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Post » Sun Nov 18, 2012 8:30 am

I originally had one quest but all my quests didn't start.

Now most of them don't even start via 'StartQuest' in the console. It's like every time I click save in the CK it randomizes which quests can and can't be started. Something that starts the quests must be what's broken. Some area of compiled or engine coding that get's things going has a loophole or something. They just need to patch that...

Everything was looking good but it looks like I'm back to square one and none of my quests can consistently be checked. The good news in all this is my dialogue quests still work, meaning generic dialogue and bards songs, etc. have been working 100% of the time. So far, at least...
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Allison C
 
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Post » Sun Nov 18, 2012 12:57 am

Has anyone confirmed that starting a quest via a note side steps the issue?
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Manny(BAKE)
 
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Post » Sun Nov 18, 2012 1:55 am

Has anyone confirmed that starting a quest via a note side steps the issue?
So long as the note's script fires, which it should no problem, yes. Starting a quest via 'Start()' get's everything going just fine. My issue is simply that the Start() commands don't seem to be going off for some reason, but it's slightly different. :)
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Tiffany Holmes
 
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Post » Sun Nov 18, 2012 6:57 am

Has anyone confirmed that starting a quest via a note side steps the issue?
I did several tests back on page 2 of this thread that showed starting the quest after the game loaded via a trigger worked fine. I used a new "code only" quest to start my main quest for my ScenicCarriages mod and that worked fine too. I would think using any external method to start the quest should give the same results. The issue seems to be with the "Start Game Enabled" option. But note, some people still have problems with their quests even using these methods (and the Save & Reload) trick. There doesn't seem to be a definate "always works" solution to this bug.
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Tamara Dost
 
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Post » Sun Nov 18, 2012 7:51 am

Results with the USKP are similar. All of the retroactive fix quests are start game enabled, and all they have are attached scripts to perform various checks on things. They have never failed to execute in all the testing I've done under 1.7.

I think the problem is limited to actual dialogue events, because the branch I added to a vanilla dialogue tree I was trying to fix did not show up, even though the vanilla quest was started, running, and the NPC was using the vanilla dialogue. It simply cut out and dropped from the menu when it got to where my stuff was supposed to be. Right up until doing the old save+reload trick.

I fixed it by shuffling things around so that all the vanilla dialogue was on vanilla branches. A bit less elegant a fix, but it works.

Can you explain what you mean? Do you mean the SM? Because I can't get a quest to start when adding a new branch&node in the SM Change Location (No conditions. Either at the Start of the SM or at the bottom, with Shares event enabled.).

edit: All those things really kill my mood to mod somehow. I never know when a bug is MY bug or engine bug... really dishearting.
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Farrah Lee
 
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Post » Sun Nov 18, 2012 3:07 am

Can you explain what you mean? Do you mean the SM? Because I can't get a quest to start when adding a new branch&node in the SM Change Location (No conditions. Either at the Start of the SM or at the bottom, with Shares event enabled.).

edit: All those things really kill my mood to mod somehow. I never know when a bug is MY bug or engine bug... really dishearting.
There have been issues reported with Locations (a ways back in this thread, for one place)

So your SM problem MIGHT be related to that, have a look back a couple of pages to try and judge

(and yeah, you are right, it is very difficult to develop when you test your results and aren't sure whether an issue is this bug or your code ... it's a PITA :()
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Stace
 
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Post » Sun Nov 18, 2012 4:18 am

Can you explain what you mean? Do you mean the SM? Because I can't get a quest to start when adding a new branch&node in the SM Change Location (No conditions. Either at the Start of the SM or at the bottom, with Shares event enabled.).

edit: All those things really kill my mood to mod somehow. I never know when a bug is MY bug or engine bug... really dishearting.
No, in this case I was referring to a dialogue branch within a quest.
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Sian Ennis
 
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Post » Sun Nov 18, 2012 2:04 pm

Do you mean the SM? Because I can't get a quest to start when adding a new branch&node in the SM Change Location (No conditions. Either at the Start of the SM or at the bottom, with Shares event enabled.).

There have been issues reported with Locations (a ways back in this thread, for one place)

So your SM problem MIGHT be related to that, have a look back a couple of pages to try and judge

(and yeah, you are right, it is very difficult to develop when you test your results and aren't sure whether an issue is this bug or your code ... it's a PITA :()

I had some issues when trying to take actions based on mod-added locations, but I haven't had any problems with SM events in general--I have several SM Change Location quests that start properly based on entering vanilla locations, for instance.

Nurgin, I'd suggest trying the absolute simplest case--a quest with no stages, no aliases, just set to "Change Location" in the Event menu of its Quest Data tab and with a simple quest script like:

Scriptname LocChangeTest extends Quest Event OnStoryChangeLocation(ObjectReference akActor, Location akOldLocation, Location akNewLocation)  Debug.Messagebox("Change Location!")  Stop()EndEvent

If that works, then you can gradually add things until you discover what the problem was. If it doesn't work, then either something is awry with how your SM Event Nodes are setup--do you have any other mods loaded that could be blocking your event from being reached--or, since these bugs seem to be a little variable in who they hit, you could just be unlucky. I agree, it's tough not knowing whether it's your fault or the game's.
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Ronald
 
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Post » Sun Nov 18, 2012 11:03 am

I'd like to help with this if I can. I'm not sure I have my dialogue set up correctly.
If I use this tutorial: http://www.creationkit.com/Bethesda_Tutorial_Dialogue
to the letter, should it work?

I also have an old version of Skyrim loaded on a different PC.

Also, should YourQuest.Start() work on the command line?
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remi lasisi
 
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Post » Sun Nov 18, 2012 3:31 pm

Also, should YourQuest.Start() work on the command line?
For the command line ingame use 'StartQuest YourQuest' instead. :)
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Katie Louise Ingram
 
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Post » Sun Nov 18, 2012 5:36 am

for me doesn't work even console commands , the game is [censored] up again and we need desperately a damn fix on that bug ...
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Manuela Ribeiro Pereira
 
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