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

Post » Sun Nov 18, 2012 9:59 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.
Native English or not, maybe it just doesn't make sense :)

What that is supposed to mean is this:
1. Activate your mod and make a save file - this is a "dirty" save (don't "test" with this save)
2. When you start Skyrim to test, load this dirty save. This properly initializes Skyrim with your mod (most times anyway, results may vary. Expect the same results as Save & Reload)
3. Now you can load your "clean save" (a save that has NEVER seen your mod) and it will work
User avatar
sarah
 
Posts: 3430
Joined: Wed Jul 05, 2006 1:53 pm

Post » Sun Nov 18, 2012 3:52 pm

Ahhhhh!!!!!!!!! I see.

So at 3 I can load the clean save so I do all my stuff, good, good. But problem remains, every time I change scripts I have to do all this stuff again, but hey, at least it works! So thanks again.

If its not much to ask, can you upload (mediafire, whatever) your clean save? Because I don't have the balls to go trough that again, thanks.
User avatar
Kat Lehmann
 
Posts: 3409
Joined: Tue Jun 27, 2006 6:24 am

Post » Sun Nov 18, 2012 7:50 am

Ahhhhh!!!!!!!!! I see.

So at 3 I can load the clean save so I do all my stuff, good, good. But problem remains, every time I change scripts I have to do all this stuff again, but hey, at least it works! So thanks again.
Yes, you got it.

And don't forget about the console command: ReloadScript

This allows Skyrim to reload the script while in game. Very useful, especially when making quick changes/fixes!
User avatar
Emma
 
Posts: 3287
Joined: Mon Aug 28, 2006 12:51 am

Post » Sun Nov 18, 2012 2:43 am

Didn't know about that command! Sounds useful indeed!!!! Thanks!
User avatar
MR.BIGG
 
Posts: 3373
Joined: Sat Sep 08, 2007 7:51 am

Post » Sun Nov 18, 2012 4:36 pm

If its not much to ask, can you upload (mediafire, whatever) your clean save? Because I don't have the balls to go trough that again, thanks.

Sure: https://docs.google.com/open?id=0B3TysEPqbHr7bmt5SHRwTGNPWms

Unfortunately, I saved this with the HighResTexturePack ESP's active, otherwise, it's clean.
User avatar
D IV
 
Posts: 3406
Joined: Fri Nov 24, 2006 1:32 am

Post » Sun Nov 18, 2012 5:06 am

Thanks again! :)
User avatar
Ells
 
Posts: 3430
Joined: Thu Aug 10, 2006 9:03 pm

Post » Sun Nov 18, 2012 5:02 pm

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!

Can you please elaborate a bit more?

I have several quests. So I should create one quest, make it start game enabled. The other quests do not start game enabled. The new quests should then do what exactly? Just quest.start() the other quests?
User avatar
Jeneene Hunte
 
Posts: 3478
Joined: Mon Sep 11, 2006 3:18 pm

Post » Sun Nov 18, 2012 12:00 pm

Can you please elaborate a bit more?

I have several quests. So I should create one quest, make it start game enabled. The other quests do not start game enabled. The new quests should then do what exactly? Just quest.start() the other quests?
Yep, that's all I do.

As I mentioned, the "script only" quests works just fine.
User avatar
Bryanna Vacchiano
 
Posts: 3425
Joined: Wed Jan 31, 2007 9:54 pm

Post » Sun Nov 18, 2012 2:03 pm

Doesent help on objective markers though.
User avatar
Laura Simmonds
 
Posts: 3435
Joined: Wed Aug 16, 2006 10:27 pm

Post » Sun Nov 18, 2012 1:13 pm

Doesent help on objective markers though.
Then I hopeits gets fixed. :)
User avatar
jadie kell
 
Posts: 3497
Joined: Sat Jul 29, 2006 3:54 pm

Post » Sun Nov 18, 2012 2:53 pm

Same here. The saving-workaround doesn't work for me, so we're currently stuck, since we can't create or integrate any quests and dialogues. I really hope Bethesda takes care of this very soon. :nope:
User avatar
Liv Brown
 
Posts: 3358
Joined: Wed Jan 31, 2007 11:44 pm

Post » Sun Nov 18, 2012 4:13 pm

Same here. The saving-workaround doesn't work for me, so we're currently stuck, since we can't create or integrate any quests and dialogues. I really hope Bethesda takes care of this very soon. :nope:
The saving and reloading didn't work for my mod ScenicCarriages either (did work for my other mod) and apparently Bethesda hasn't taken care of it very quickly as it's been how many weeks?

If you're tired of waiting, you might be able to use the work-around we've learned in this (and the previous) thread. The problems seem to be with quests set to "Start Game Enabled". I changed my mod to not start enabled, but then have another "code only" quest that enabled my first (dialog) quest. That solved my problems.
User avatar
oliver klosoff
 
Posts: 3436
Joined: Sun Nov 25, 2007 1:02 am

Post » Sun Nov 18, 2012 3:11 am

Dialogue inside of scenes don't work at all for me. Am I experiencing this bug?
User avatar
Imy Davies
 
Posts: 3479
Joined: Fri Jul 14, 2006 6:42 pm

Post » Sun Nov 18, 2012 5:01 pm

Dialogue inside of scenes don't work at all for me. Am I experiencing this bug?
Probably. If you go back to the first two posts of this thread, you'll find summaries of the symptoms people have reported.
User avatar
Brian Newman
 
Posts: 3466
Joined: Tue Oct 16, 2007 3:36 pm

Post » Sun Nov 18, 2012 6:25 am

Dialogue inside of scenes don't work at all for me. Am I experiencing this bug?

Because we have this bug now which affects lots of things, it's hard to tell if your dialogue/scene/quest just isn't broken anyway, or has an error in there somewhere.

Following the workarounds were suggesting is the only way to be sure.

Also a blaringly obvious way to tell is if it used to work before 1.7, and through no change to your quest, now doesn't.
User avatar
Avril Louise
 
Posts: 3408
Joined: Thu Jun 15, 2006 10:37 pm

Post » Sun Nov 18, 2012 9:26 am

Any news yet? :/
User avatar
Craig Martin
 
Posts: 3395
Joined: Wed Jun 06, 2007 4:25 pm

Post » Sun Nov 18, 2012 1:28 pm

Any news yet? :/

Nothing yet mate, still waiting :(
User avatar
Darlene DIllow
 
Posts: 3403
Joined: Fri Oct 26, 2007 5:34 am

Post » Sun Nov 18, 2012 4:43 am

Any news yet? :/

No..... :(

I've updated the wiki page:

http://www.creationkit.com/Bug_list#Version_1.6.89.0

Video if you want to put in the op:

http://www.youtube.com/watch?v=m2_T9NlIwIo
User avatar
Devils Cheek
 
Posts: 3561
Joined: Sun Aug 13, 2006 10:24 pm

Post » Sun Nov 18, 2012 7:57 am



No..... :(

I've updated the wiki page:

http://www.creationkit.com/Bug_list#Version_1.6.89.0

Video if you want to put in the op:

http://www.youtube.com/watch?v=m2_T9NlIwIo

That's great man thanks. I'll add it to the op :)
User avatar
Sxc-Mary
 
Posts: 3536
Joined: Wed Aug 23, 2006 12:53 pm

Post » Sun Nov 18, 2012 10:30 am

That's great man thanks. I'll add it to the op :smile:

I think so too, a video is always better to quickly show a bug, hope Bethesda fixes it asap :)
User avatar
Ana
 
Posts: 3445
Joined: Sat Jul 01, 2006 4:29 am

Post » Sun Nov 18, 2012 1:46 am

I think so too, a video is always better to quickly show a bug, hope Bethesda fixes it asap :smile:

asap... ;) It is going for quite some time now. :(
User avatar
Ridhwan Hemsome
 
Posts: 3501
Joined: Sun May 06, 2007 2:13 pm

Post » Sun Nov 18, 2012 5:08 pm

asap... :wink: It is going for quite some time now. :(

True.....

I've sent a message to Gstaff with the video, maybe that helps?
User avatar
Damien Mulvenna
 
Posts: 3498
Joined: Wed Jun 27, 2007 3:33 pm

Post » Sun Nov 18, 2012 2:30 am

Hopefully. :) I think regarding this he may have received quite some pms. :)
User avatar
Andrew Perry
 
Posts: 3505
Joined: Sat Jul 07, 2007 5:40 am

Post » Sun Nov 18, 2012 5:05 pm

Hello,

after experiencing the bug myself as descirbed http://www.gamesas.com/topic/1407140-custom-voices-wont-work/ I realized the Quest does run, after loading the game with a clean save. I've proven this by having a character who's package is dependent on a certain stage of the quest. Even though his custom dialogue didn't initiate. He did show up as his package said he should. The package had the GetStage requirement.

Just sharing my thoughts and hoping I could have been of any help,
- Rehn
User avatar
Kitana Lucas
 
Posts: 3421
Joined: Sat Aug 12, 2006 1:24 pm

Post » Sun Nov 18, 2012 12:45 am

A creation kit update is available on steam. But the version number of the CK is still the same: 1.6.89.0

I'll check out if anything has changed.

EDIT: Neither the dialogue issue, nor the aliases issue (dialogue never, not at any circumstances, appearing ingame) are fixed. Ok, I didn't expect it, because the error seems to be in the executable (explained in thread #1 by someone), but I hoped ...

I am very disapointed, that this is taking so long ...

Modders all over the world spend so much time, to make games of all kinds even better and to expand them ... For the success of a game, an established modding community can be very importand too. Personally, I like TES but without all the modding pssibilities and some of the mods availbale I would always think twice before spending my money.

A modding comunity also existes for the Silent Hunter series (U-Boat simulation). When Silent Hunter 4 was released, a modder named Dave spend a hole bunch of time to make the envirenment (ocean, sun, weather, etc) look even better than in the original game. Dave aka Leovampire suffered death (I don't know what kind of illness he had), but even in hospital he continued improving his mod.
Some people will call that stupid. I think that people using his mod and the developers of the game owe some respect to him.
For some of us modders designing a mod is as important as it is to some of the game developers thinking about their projects as if it was their new born child.

Because of all that mentioned here I can't undestand why no one from the officials is even willing to tell us in this thread what they think about this issues and when it can be fixed, at least probably ...
User avatar
Cesar Gomez
 
Posts: 3344
Joined: Thu Aug 02, 2007 11:06 am

PreviousNext

Return to V - Skyrim