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

Post » Sun Nov 18, 2012 3:42 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 ...
Yeah console doesn't work for me either. It did before but I think that was a one time fluke.

I indeed agree that this dialogue bug seriously needs to be fixed. It's screwing over like 80% of modders outright. Hopefully 1.8 fixes it...
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Pawel Platek
 
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Post » Sun Nov 18, 2012 7:41 am

Please Bethesda, we need a fix, thanks.
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SHAWNNA-KAY
 
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Post » Sun Nov 18, 2012 4:35 pm

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 don't have time to look it over too closely, but I'm guessing the dialogue bug may apply, and you'd need to save and then reload for the character's dialogue to appear.
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priscillaaa
 
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Post » Sun Nov 18, 2012 4:11 pm

The StartQuest console command will not work on anything that's set to trigger via the event manager. That's by design btw, not a bug.

It is rather frustrating though when an event driven quest won't start when it's supposed to, but that's probably a different issue.
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Daniel Holgate
 
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Post » Sun Nov 18, 2012 4:43 pm

The StartQuest console command will not work on anything that's set to trigger via the event manager. That's by design btw, not a bug.
None of my quests are event started, and none of them start via StartQuest. :(

They did one single time while I was testing on like, Saturday. But never again.
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Maria Garcia
 
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Post » Sun Nov 18, 2012 5:42 am

My chain of quests usually start one after the other one triggered at the end of the other with the Start() but the very first one is triggered by Event conditions of end of mainquest , level ofplayer above 25 . triggers a courier that shoudl in theory bring a note , this worked fine untill dawnguard popped out ...
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Dawn Porter
 
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Post » Sun Nov 18, 2012 2:00 am

I'm on vacation so I haven't had a chance to finish the courier based trigger start. Hopefully it will work. And I am NOT installing Dawnguard until my mod is finished.
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Alyesha Neufeld
 
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Post » Sun Nov 18, 2012 3:34 am

If I do a show all quests (sp) I can see it but it says Dormant. I tried at game start and with a trigger. I need to learn other things too so I may do some of them first. :)
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Laura-Lee Gerwing
 
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Post » Sun Nov 18, 2012 9:27 am

I'm not sure if this is related to this bug, but one of my testers encountered an odd bug with scenes in my custom quest - the quest starts fine for him and he can see the dialogue when initiating regular conversation with actors or being force greeted, but there is no dialogue during scenes whatsoever - according to what he described, actors do what they are supposed to do, travel where they are supposed to travel and perform idles they are supposed to perform, but they don't speak, there is no dialogue whatsoever. Everything works fine in my game, obviously.

---EDIT:---
Scratch this. It turned out this was totally unrelated to the bug.
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Keeley Stevens
 
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Post » Sun Nov 18, 2012 3:19 pm

Anyone have a small test quest they might like to share? I can start a quest from a note it seems but MY quest refuses to start and I was thinking it was my fault because I'm new at this.
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Danel
 
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Post » Sun Nov 18, 2012 9:32 am

Well, if that's borked, I am completely ***ked, but I haven't had the problem reported to me. I did notice a while back(pre 1.77) the game had a pretty strange interpretation of "HjaalmarchHoldLocation" so I switched to a rather large distance check for one of my followers commenting on the various flora and wildlife in the marsh. In general, it seemed to have a rather arbitrary interpretation of the Holds, but the city locations seem to work correctly for "GetinCurrentLoc," as well as the "LocationHasKeyword" conditions. So I guess what I'm wondering is, if the messed up conditions apply to "HoldLocation" commentary only, like "ReachHoldLocation"

It IS indeed with Holds I have seen this strangeness, too. Other kind of locations seems to work reasonably well.
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Sarah Bishop
 
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Post » Sun Nov 18, 2012 4:18 pm

It IS indeed with Holds I have seen this strangeness, too. Other kind of locations seems to work reasonably well.

Yeah, I figured as much. It could be that one of the sub-locations has a wrong parent location, e.g., "WhiterunLocation" is set to "ReachHoldLocation" instead of "WhiterunHoldLocation." (Obviously it's not, but as an example).

It's also possible that say one of the cells in "WhiterunLocation," like one of the obscure "Wilderness" cells, is in the wrong sub-location. In that case the problem wouldn't be with "WhiterunHoldLocation," but "WhiterunLocation."

Or it could be just a bug of some sort.


Edit: by the way, I'm now leaning toward the 2nd explanation. The Holds aren't guilty so much as the sub-locations beneath them are, but you would only notice it if you were in a specific cell that was miscategorized.
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flora
 
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Post » Sun Nov 18, 2012 6:42 am

I don't do enough with HoldLocations to know ... but given that all of this worked BEFORE DawnGuard was released (as far as we all know, anyway), is it possible that HoldLocations were changed/editted (by Beth) for DG?

I don't have DG, so difficult for me to check ... but was/were new hold(s) added, and/or were some areas/cells "recategorised" to be parented to a different hold (and that got borked, somewhere)?


Anyway, nice theory ... Be even nicer if we could "prove" it. :smile:
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R.I.P
 
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Post » Sun Nov 18, 2012 12:58 am

I don't do enough with HoldLocations to know ... but given that all of this worked BEFORE DawnGuard was released (as far as we all know, anyway), is it possible that HoldLocations were changed/editted (by Beth) for DG?

I don't have DG, so difficult for me to check ... but was/were new hold(s) added, and/or were some areas/cells "recategorised" to be parented to a different hold (and that got borked, somewhere)?


Anyway, nice theory ... Be even nicer if we could "prove" it. :smile:

I think that kris wrote in his first reply that he spotted this before ver 1.7 was released, and then also before Dawnguard.

The explanation with certain areas being wrongly labelled sounds reasonable, I have been thinking in that direction, too. But if the problem was there before Dawnguard, they must have been wrongly labelled all the time.
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Devils Cheek
 
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Post » Sun Nov 18, 2012 2:30 am

I think that kris wrote in his first reply that he spotted this before ver 1.7 was released, and then also before Dawnguard.

The explanation with certain areas being wrongly labelled sounds reasonable, I have been thinking in that direction, too. But if the problem was there before Dawnguard, they must have been wrongly labelled all the time.
It would certainly make more sense if it was a bug that was just never picked up (I've been quickly through the old bug-thread and I can't see mention of it). From what I know of DG it makes little sense for Beth to have rearranged HoldLocation-Children

I think Location got confused with this Dialogue Bug, because of the difficulties of identifing whether or not you have been hit with the Dialogue-Bug.

Probably best we seperate them ... given the latest posts here?
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Myles
 
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Post » Sun Nov 18, 2012 3:01 am

It would certainly make more sense if it was a bug that was just never picked up (I've been quickly through the old bug-thread and I can't see mention of it). From what I know of DG it makes little sense for Beth to have rearranged HoldLocation-Children

I think Location got confused with this Dialogue Bug, because of the difficulties of identifing whether or not you have been hit with the Dialogue-Bug.

Probably best we seperate them ... given the latest posts here?

Well, I totally agree with Kris that this is most likely NOT related to the 1.7 dialog bug. I never claimed it to be. However, I didn't run into this until after the 1.7 update, and therefore I asked here first, all the time stating that I did NOT claim this to be related to ver 1.7 problems. Kris had spotted the problem earlier than me, so I believe we can safely assume this has existed all the time.
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Terry
 
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Post » Sun Nov 18, 2012 10:32 am

Sorry if this was answered already.

I'm doing a scene and the actor wont say he's line, even if I use the save/load trick, is this part of the bug?

Many thanks.
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Darian Ennels
 
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Post » Sun Nov 18, 2012 1:11 am

Suddenly it started to work..... Thanks anyway!
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adam holden
 
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Post » Sun Nov 18, 2012 5:03 am

Sorry if this was answered already.

I'm doing a scene and the actor wont say he's line, even if I use the save/load trick, is this part of the bug?

Many thanks.
Suddenly it started to work..... Thanks anyway!

Ladies and gentlemen, the dialogue bug!


T.T
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Catherine Harte
 
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Post » Sun Nov 18, 2012 1:38 pm

Ladies and gentlemen, the dialogue bug!


T.T

:banana:
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Blaine
 
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Post » Sun Nov 18, 2012 1:34 am

Ladies and gentlemen, the dialogue bug!


T.T

:banana:

Indeed my friends..... :(
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Connie Thomas
 
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Post » Sun Nov 18, 2012 2:37 am

But when will they kill it off? I can't wait.
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Klaire
 
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Post » Sun Nov 18, 2012 1:29 am

Do you think they will fix this bug? It's been two updates since this bug was first reported and I somehow can't understand how they can overlook something that crucial every time. :blush:
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Nicole Mark
 
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Post » Sun Nov 18, 2012 4:36 am

Do you think they will fix this bug? It's been two updates since this bug was first reported and I somehow can't understand how they can overlook something that crucial every time. :blush:

Well, they did eventually fix the navmesh bug as well.
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Josh Sabatini
 
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Post » Sun Nov 18, 2012 2:38 am

Well, they did eventually fix the navmesh bug as well.
Okay, at that rate, see you in Elder Scrolls VII!

Bye.
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Jessica Stokes
 
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