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

Post » Sun Nov 18, 2012 3:59 pm

The package is tied to a quest ref alias (unique actor) and also in a phase of a scene. In case one fails the other should trigger but nooo... :/ Even looping the scene does not help. I really hope this bug is classified as urgent and the devs are working on it. :smile:
I wonder if the dev's are even aware. Since this first thread started, I've seen them comment on insignificant issues, but haven't commented on this thread.
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Suzy Santana
 
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Post » Sun Nov 18, 2012 10:04 am

Hey, not sure if you encountered the same, but I think the CK also is able to mess with vanilla quests and scenes:

Now, a few days ago, another update for it has been released, after which I made an update (version 0.97) for my current project - I mostly tweaked minor vanilla stuff (spells, misc items) and added some custome stuff - but when loading the game with it, many quests seem to have become broken.
For instance, the game has become unplayable because the starting scene glitches fataly, with General Tullies not mounting his horse (it seems to follow the last carriage many yards away while Tulliues just walks), the carriages going way too fast, the dialogue being interrupted at half its duration, then, Helgens Gates do not open, so the carriages just ran into them, further glitching actually makes the carriages go up to the Sky and fly over the entire land - I know, this sounds insane, but it happened to me. Twice.
My testers also report other parts of the main quest being broken (Retrieving the Dragon Stone doesn't trigger Irileth to appear) and the Greybeards do not react anymore when trying to do their quests, Delphine also seems to glitch and not show any quest dialogues. Now I can hardly think of the changes I made to be responsible for this, especially because everything worked fine before this update.

This really makes me afraid that I have to discontinue my current project (http://skyrim.nexusmods.com/mods/19281/), which would be a damn shame...

So, has anyone else also have had problems with vanilla stuff since the newest CK update?
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Lil'.KiiDD
 
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Post » Sun Nov 18, 2012 7:54 am

Hey, not sure if you encountered the same, but I think the CK also is able to mess with vanilla quests and scenes:

I replied in your first thread http://www.gamesas.com/index.php?showtopic=1404181, since I don't think you are seeing a problem from this Quest/Dialog bug. Modifying vanilla quests are the one thing that seem to work.
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Neliel Kudoh
 
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Post » Sun Nov 18, 2012 7:09 am

For instance, the game has become unplayable because the starting scene glitches fataly, with General Tullies not mounting his horse (it seems to follow the last carriage many yards away while Tulliues just walks), the carriages going way too fast, the dialogue being interrupted at half its duration, then, Helgens Gates do not open, so the carriages just ran into them, further glitching actually makes the carriages go up to the Sky and fly over the entire land - I know, this sounds insane, but it happened to me. Twice.

Few days ago I created a new vanilla only savegame for testing pruposes. Skyrim is completely patched and no mods are installed. I had no bugs in the first hours of the game. I played till you have to visit the Jarl of Whiterun. Everything was at it is supposed to be.
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Kieren Thomson
 
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Post » Sun Nov 18, 2012 5:53 am


I wonder if the dev's are even aware. Since this first thread started, I've seen them comment on insignificant issues, but haven't commented on this thread.

Both Alexander and myself have pm'ed Gstaff about it mate, so hopefully they're aware.
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no_excuse
 
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Post » Sun Nov 18, 2012 2:18 pm

Been having the same dialogue issues. You would think they'd test this stuff but I guess not.
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Dean Ashcroft
 
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Post » Sun Nov 18, 2012 3:08 am

I wonder if the dev's are even aware. Since this first thread started, I've seen them comment on insignificant issues, but haven't commented on this thread.
Both Alexander and myself have pm'ed Gstaff about it mate, so hopefully they're aware.
I believe you B1gBadDaddy', but has GStaff responded?

And what I meant by my quote above is that I have seen Bethesda Devs responding to insignifant topics (within the last week or so), but I have yet to see anything from a Dev on this issue. And lets be honest, this thread has lots of comments and views, shouldn't be too hard for them to notice if they are at all trying.
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Dominic Vaughan
 
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Post » Sun Nov 18, 2012 8:22 am

It's a huge problem the only reason I bought the pc version was to mod and now it's a pain in the a
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Jesus Lopez
 
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Post » Sun Nov 18, 2012 3:52 pm

It's a huge problem the only reason I bought the pc version was to mod and now it's a pain in the a
Yeah, when this bug first came out and crippled both my mods, I was close to giving up modding. Now, I watch this thread instead...


Edit: "palm" wasn't hard enough.
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Deon Knight
 
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Post » Sun Nov 18, 2012 5:11 am

I believe you B1gBadDaddy', but has GStaff responded?

It would be enough for me if he has read the message. Can't you see in the messenger if someone has read your PM? edit: Yes, you can. :)
Anyway I will bump this once a day until any reaction was made on beth side. :tongue:
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Blessed DIVA
 
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Post » Sun Nov 18, 2012 4:35 am

Give the guy a chance to get through the pile of messages he probably has from everyone else. I'd bug him about it too but since two of you already have I don't think a 3rd will make much difference.
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Allison Sizemore
 
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Post » Sun Nov 18, 2012 3:20 am

Phew! I just started playing with the CK two days ago and was afraid I was making a rookie mistake.

That being said, saving in a cell with my custom NPC and then re-loading seems to fix the issue, though it did cause a CTD once.
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Soku Nyorah
 
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Post » Sun Nov 18, 2012 8:36 am


I believe you B1gBadDaddy', but has GStaff responded?

And what I meant by my quote above is that I have seen Bethesda Devs responding to insignifant topics (within the last week or so), but I have yet to see anything from a Dev on this issue. And lets be honest, this thread has lots of comments and views, shouldn't be too hard for them to notice if they are at all trying.

Lol no mate no replies as of yet, you'd be the first person I'd tell ;)
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KIng James
 
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Post » Sun Nov 18, 2012 4:29 am

In case it helps: I just got a new computer and the dialogue bug functions the EXACT same way it did on my old one. Perhaps this means it's mod and save based? Since it seems to be somewhat random and inconsistant for different people. (Like amongst my testers.)
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Taylor Tifany
 
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Post » Sun Nov 18, 2012 6:33 am

Matt replied to my pm last night, just saying he'll see if someone can have a look for us.
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TIhIsmc L Griot
 
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Post » Sun Nov 18, 2012 2:33 am

Matt replied to my pm last night, just saying he'll see if someone can have a look for us.

Good news then. :)
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Jon O
 
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Post » Sun Nov 18, 2012 1:02 pm

Matt replied to my pm last night, just saying he'll see if someone can have a look for us.
Yay!

I just hope he is actually running downstairs and telling the devs. He could potentially just say that, hit delete, and forget about it, but I've spoken to him a lot and I trust that he is following through.
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Taylrea Teodor
 
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Post » Sun Nov 18, 2012 9:45 am

Yay!

I just hope he is actually running downstairs and telling the devs. He could potentially just say that, hit delete, and forget about it, but I've spoken to him a lot and I trust that he is following through.

Yea I've spoken to him before to and he's a nice guy.

I just hope they see it as a game issue, not just a mod issue. Saying that, they fixed the dialogue bug from 1.6 for us, so they do invest time fixing bugs that modders need fixing :)
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Jordyn Youngman
 
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Post » Sun Nov 18, 2012 6:59 am

Yea I've spoken to him before to and he's a nice guy.

I just hope they see it as a game issue, not just a mod issue. Saying that, they fixed the dialogue bug from 1.6 for us, so they do invest time fixing bugs that modders need fixing :smile:
A mod issue = a game issue. I hope they realize that. I would not purchase Skyrim or add-ons if it weren't for mods and I don't think I'm alone.
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WYatt REed
 
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Post » Sun Nov 18, 2012 8:56 am

Just want to say thanks to everyone who has contribued to this thread! Thanks to the information shared here, I have successfully implemented a complete work-around to this bug in my mod ScenicCarriages. (Does not even require a save & reload.) It's already been stated, but just to summarize, this is what I did:

1. Changed my quest so it does NOT start game enabled
2. Created a new quest that does start enabled (and Run Once) that:
a. Checks for version upgrade
b. Makes sure it's in a safe location for upgrading (this avoids the Papyrus failing to upgrade problems)
c. Disables the vanilla carriage dialog and starts my own dialog

What I find most interesting is that the "script only" quest that "Starts Game Enabled" works perfectly fine. (I guess this is just confirmation that it's not a bug with just the "Start Game Enabled". )

Thanks everyone!
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Roy Harris
 
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Post » Sun Nov 18, 2012 11:06 am

Ive also had these problems. Once all dialogue was broken and no matter what OP suggested it wouldn't work. Yet I found the strangest work around which involved deleting all Quest Aliases and remaking them. However Quest Markers are also affected. Sometimes a quest marker will not appear even though you have the correct alias and the correct target reference. Currently in my own mod, everything works except the item the player is supposed to retrieve does not have a quest marker on it.
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Lyndsey Bird
 
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Post » Sun Nov 18, 2012 4:10 pm

Good job guys.

It's really important to fix this bug because right now it's almost impossible to test quests, at least further down the road, because, as everyone knows, saving also saves your scripts.

Regarding the "fix", to me worked by doing just this:

1-Load the game and the mod like always
2-COC to where I want
3-Save and reload without going to menu
4-Done, worked again
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Cameron Garrod
 
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Post » Sun Nov 18, 2012 1:41 pm

It's a huge problem the only reason I bought the pc version was to mod and now it's a pain in the a

Same here.

A mod issue = a game issue. I hope they realize that. I would not purchase Skyrim or add-ons if it weren't for mods and I don't think I'm alone.

You aren't, for sure :)
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Nice one
 
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Post » Sun Nov 18, 2012 2:54 pm

Good job guys.

It's really important to fix this bug because right now it's almost impossible to test quests, at least further down the road, because, as everyone knows, saving also saves your scripts.

Be aware of my updating "work-around":

Two known work-arounds:
1. Reload (current "save" not required)
a. Activate your mod
b. Load any save with the mod active
c. Load the "clean save" file (in this case, "clean save" = save file that has NEVER seen the mod, ever.)

I posted this specifically so we could continue to test on a "proper clean save file" (ie, one that has gone through the Helgen quest but still has never saved with the mod active).
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Stay-C
 
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Post » Sun Nov 18, 2012 11:11 am

This might sound dumb, but I'm not sure what to do (might be because I'm not native)?

a, b and c? Or just a? Or a and b? Help please? Thanks.
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Benjamin Holz
 
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