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

Post » Sun Nov 18, 2012 11:57 am

Bethesda has a lot on their plate right now, that CK update was to give the source files for the Dawnguard scripts for us to play around with.

I do hope they get a fix sometime in the near future (or progress on a fix)
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Rowena
 
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Post » Sun Nov 18, 2012 11:16 am

Hi can someone tell me if my quest don't work for this bug?


http://www.gamesas.com/topic/1407956-my-quests-do-not-work-anymore/
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Red Sauce
 
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Post » Sun Nov 18, 2012 2:24 pm

So I'm not sure if this has been mentioned yet or not, but I just spent a frustrating 2 hours banging my head against it until I finally figured it out.

If you add a new topic to a vanilla quest, it becomes subject to the bug where you have to reload from within the game to get the added topic to acknowledge. If it hadn't been for a moment of frustration taken out on the town guards I probably wouldn't have realized the problem since it forced a reload when they killed me :P Then magically the new topic kicked up and I facepalmed with every appendage I have available. A couple of test later, and it's all but confirmed. Which means I have to find a different way to undo one of Bethesda's messes that broke the dialogue chain to begin with.
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Emily abigail Villarreal
 
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Post » Sun Nov 18, 2012 1:11 am

Dude it's annoying lol can't believe it's not been fixed (or at least acknowledged) yet. Hoping for a fix soon!
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CArla HOlbert
 
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Post » Sun Nov 18, 2012 2:42 am

Hi can someone tell me if my quest don't work for this bug?


http://www.gamesas.com/topic/1407956-my-quests-do-not-work-anymore/

Any idea?
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Big Homie
 
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Post » Sun Nov 18, 2012 12:58 pm

Dude it's annoying lol can't believe it's not been fixed (or at least acknowledged) yet. Hoping for a fix soon!
I don't think they quite get the extent to which this is a problem. The fact that new topics in existing vanilla quests are also failing to work is pretty bad. It more or less cripples the ability to write dialogue, because how do you do that without making new topics?
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Hot
 
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Post » Sun Nov 18, 2012 8:09 am

sometimes I wich that Bethesda could pay someone to talk with the mod community !!!
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The Time Car
 
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Post » Sun Nov 18, 2012 3:37 am

Dude it's annoying lol can't believe it's not been fixed (or at least acknowledged) yet. Hoping for a fix soon!
Luckily for us, it has been acknowledged. They clearly tried to fix it in 1.7, because that patch altered everyone's results with it. So something was changed. I'm expecting a fix in 1.8. The question is, when are we going to get 1.8?

sometimes I wich that Bethesda could pay someone to talk with the mod community !!!
I think that duty would technically fall on Mr. Grandstaff's lap. The problem is that since gamesas bought like 6 other companies, he is now managing and relaying info to like 9 huge communities. He's incredibly busy. So it isn't really his fault.
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Charles Weber
 
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Post » Sun Nov 18, 2012 6:42 am

The thing I'm finding most interesting about this is that Dawnguard wasn't affected at all. It clearly adds new dialogue to the game. Is this another one of those "it works for ESM files" cases?

If it is, distributing the USKP as an ESM isn't out of the question, but I'd rather avoid that.

Maybe Bethesda should just drop the ESP all together and allow the CK to generate proper ESM files directly. It seems like this would eliminate an entire class of bugs in one shot.
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Brandon Bernardi
 
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Post » Sun Nov 18, 2012 2:57 am

The thing I'm finding most interesting about this is that Dawnguard wasn't affected at all. It clearly adds new dialogue to the game. Is this another one of those "it works for ESM files" cases?

I asked that when the problem first manifested, but someone had an example of the bug manifesting in an ESM.

But maybe that was a false positive; a different bug with similar symptoms.

When I get home tomorrow, I can think of a pretty simple test to run.
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Russell Davies
 
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Post » Sun Nov 18, 2012 8:30 am

I think it may be a 'proper ESM' issue. But we can't make proper ESM's so we get all these problems. My mod is an esm and it suffers, so it's not just 'esms' in general.
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ijohnnny
 
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Post » Sun Nov 18, 2012 11:16 am

I think the DG thing maybe the other way around? From what we all experienced (some worse than others) it appears that something was broken to get DG to operate in the way Beth wanted.

I think the long delay in providing a fix could well be down to Beth trying to figure out how to give us back the necessary missing/borked functionality.

I'm just hoping it can all be returned to us ... because modding is a fair bit more painful without it.

:(
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Multi Multi
 
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Post » Sun Nov 18, 2012 11:09 am

Well I was quite surprised when they have announced another expansion ( Hearthfire ) and no fix for the actual Dawnguard, that I still can't play because of the constant random sudden CTDs ....
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Racheal Robertson
 
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Post » Sun Nov 18, 2012 2:58 am

I've been testing and one of the "best" solutions is to start the quest using a trigger box, if the quest isn't start game enable and starts by script, using a trigger box for example, dialog works.

Hope this helps.
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Benjamin Holz
 
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Post » Sun Nov 18, 2012 4:57 pm

Yea anything that starts the quest by a script will make the dialogue issue go away. A trigger box is an easy solution.

But with the issue extending aliases, Scenes, SM Events, and SayOnce (all these issues according to reports in the thread) don't go away, mostly, with this workaround.
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LittleMiss
 
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Post » Sun Nov 18, 2012 3:48 pm

True.... :(
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Kayla Keizer
 
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Post » Sun Nov 18, 2012 1:57 pm

I wonder if I might have ran into *another* issue with this bug... It seems unlikely, but, I write it down just in case someone else has experienced something similar.

My companion, Vilja, has a lot of dialog that is filtered for GetInCurrentLoc, and these Locations are often like "WhiterunLocation" or "WhiterunHoldLocation".

She has had these kind of comments for months, and my testers have hardly ever heard her say something irrelevant. When she has done so, I have been able to track down the issue to being something with the filter conditions.

Now, the last weeks, both I and the testers have heard her say the wrong comments in wrong places. For instnce, she started to talk about how lovely it was "here in the Reach" when she was outside Riverwood. I tracked down the entry, and the dialog filters were absolutely correct.

Eventually, I simply decided that the place where I had been just had to have the wrong keyword.

And then I started to get other reports, reports about her talking of Riften events at Honningmead Brewery, about Whiterun events in Falkreath... I have not been able to find any oddities in my dialog filters so far.

Some of the dialog filters are on *quest-level*... i.e. pvssyrquests that should only be available when she is in a certain location.

Has anyone else experienced this?

Again, I am in no way *claiming* that this is due to the 1.7 bug, but as I normally easily find problems in dialog filters, and as so many other odd things have been reported with this bug, I thought I'd post about it here anyway. I'm *NOT* claiming that it is the bug! I just wanted to check if anyone else recognizes this.
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Lexy Dick
 
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Post » Sun Nov 18, 2012 10:24 am

I wonder if I might have ran into *another* issue with this bug... It seems unlikely, but, I write it down just in case someone else has experienced something similar.

My companion, Vilja, has a lot of dialog that is filtered for GetInCurrentLoc, and these Locations are often like "WhiterunLocation" or "WhiterunHoldLocation".

She has had these kind of comments for months, and my testers have hardly ever heard her say something irrelevant. When she has done so, I have been able to track down the issue to being something with the filter conditions.

Now, the last weeks, both I and the testers have heard her say the wrong comments in wrong places. For instnce, she started to talk about how lovely it was "here in the Reach" when she was outside Riverwood. I tracked down the entry, and the dialog filters were absolutely correct.

Eventually, I simply decided that the place where I had been just had to have the wrong keyword.

And then I started to get other reports, reports about her talking of Riften events at Honningmead Brewery, about Whiterun events in Falkreath... I have not been able to find any oddities in my dialog filters so far.

Some of the dialog filters are on *quest-level*... i.e. pvssyrquests that should only be available when she is in a certain location.

Has anyone else experienced this?

Again, I am in no way *claiming* that this is due to the 1.7 bug, but as I normally easily find problems in dialog filters, and as so many other odd things have been reported with this bug, I thought I'd post about it here anyway. I'm *NOT* claiming that it is the bug! I just wanted to check if anyone else recognizes this.
Location ...

Travel Packages to (named) Locations are reported as currently not functioning ...

:(
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Nicole Kraus
 
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Post » Sun Nov 18, 2012 7:53 am

Yes, something odd sure does seem to be going on with locations. I saw http://www.gamesas.com/topic/1409000-new-bug-on-change-location-events/ ("new bug on change location events") from Prometheus a few days ago, and I posted about travel packages to mod-added locations failing, that were previously working before. It feels like how the game stores cells and locations in-memory has gotten mangled, somehow.

On the other hand, I don't think I've had any recent issues with using OnLocationChanged or Story Manager location change events, or using HasKeyword on a loaded location.
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Darian Ennels
 
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Post » Sun Nov 18, 2012 6:14 am

OnLocationChanged and Story Manager Location events are definitely working for me as of a couple of days ago.

Of course, nebulous as this bug often appears to be, that wouldn't necessarily rule anything out.
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Suzie Dalziel
 
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Post » Sun Nov 18, 2012 11:23 am


My companion, Vilja, has a lot of dialog that is filtered for GetInCurrentLoc, and these Locations are often like "WhiterunLocation" or "WhiterunHoldLocation".

Now, the last weeks, both I and the testers have heard her say the wrong comments in wrong places. For instnce, she started to talk about how lovely it was "here in the Reach" when she was outside Riverwood. I tracked down the entry, and the dialog filters were absolutely correct.


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"
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+++CAZZY
 
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Post » Sun Nov 18, 2012 3:36 pm

So I'm not sure if this has been mentioned yet or not, but I just spent a frustrating 2 hours banging my head against it until I finally figured it out.

If you add a new topic to a vanilla quest, it becomes subject to the bug where you have to reload from within the game to get the added topic to acknowledge. If it hadn't been for a moment of frustration taken out on the town guards I probably wouldn't have realized the problem since it forced a reload when they killed me :tongue: Then magically the new topic kicked up and I facepalmed with every appendage I have available. A couple of test later, and it's all but confirmed. Which means I have to find a different way to undo one of Bethesda's messes that broke the dialogue chain to begin with.
I created (and posted) a test ESP which edited a vanilla quest and did NOT see the problem. (And the older version of my mod ScenicCarriages which edited the vanilla dialog also did not have the problem.) So your results are surprising but must be part of the very inconsistent nature of this bug.
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Del Arte
 
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Post » Sun Nov 18, 2012 3:10 pm

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.
And your initiator quest IS set to start enabled, yes?
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Chris BEvan
 
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Post » Sun Nov 18, 2012 2:20 pm

And your initiator quest IS set to start enabled, yes?
In ScenicCarriages, yes. I posted my work-around back on page 2 if you want to see the details. It seems my "code only" initiating quest is not affected. My response to Arthmoor though was on a test esp I made (probably page 1) where I was doing several tests to wrap up the summary of the problem.
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Ellie English
 
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Post » Sun Nov 18, 2012 3:53 am

I created (and posted) a test ESP which edited a vanilla quest and did NOT see the problem. (And the older version of my mod ScenicCarriages which edited the vanilla dialog also did not have the problem.) So your results are surprising but must be part of the very inconsistent nature of this bug.
Well in this case it was entirely consistent once I figured out the bug was biting.

I had added a new topic to an existing branch to use it as a means to block a dialogue the game was making available incorrectly. I then changed the conditions on what was supposed to be the original entry point so it would lead into the new topic I made. The fixed conditions worked, the original topic played out, but when it was supposed to display the next one in the chain the NPC simply exited dialogue, as though there was nothing to point at.

It was only after venting my frustration that the topic magically began working. After shuffling around the vanilla dialogue I was able to make it work consistently every time from a cold start. So the bug is definitely more insidious than first thought since it's selectively leaving out stuff added to vanilla topics by mods, rather than just dropping dialogue from entirely new quests.
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W E I R D
 
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