DialogueQuest Bug Solution

Post » Tue Nov 20, 2012 8:04 am

Stupid question. I am new at making quests and dialogue for Skyrim. What exactly is the dialogue bug?
http://www.youtube.com/watch?v=m2_T9NlIwIo
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Teghan Harris
 
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Post » Tue Nov 20, 2012 8:38 am

Two questions:
1. Is it normal that it still doesn't work when "coc"-ing into my cell from the main menu?
2. Does this also fix the bug with travel packages not working at all?
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Emily Jones
 
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Post » Tue Nov 20, 2012 3:14 am

Using coc had no effect on my dialogue. Once I had my SEQ file it works every time.
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Claire Jackson
 
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Post » Tue Nov 20, 2012 6:31 am

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

Thanks. Love your avatar. Poor Fargoth, lol.
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Nick Swan
 
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Post » Tue Nov 20, 2012 3:12 am

Two questions:
1. Is it normal that it still doesn't work when "coc"-ing into my cell from the main menu?
2. Does this also fix the bug with travel packages not working at all?

Travel packages will not work if your nav mesh has bugs. Try fixing those and be sure you finalize. I had the same problem, Finalized the other side of my nav mesh and they started working fine.
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Annika Marziniak
 
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Post » Mon Nov 19, 2012 7:57 pm

Sticky! :D

I second this.

Perhaps even a note in the ck wiki tutorials will be good as well. At least people following them will know why bendo is not feeling very chatty to begin with :P

I'm glad this confusing chapter in the story of skyrim modding is coming to a close. It's nice that we got some contact by the devs once they figured it out

- Hypno
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Devin Sluis
 
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Post » Mon Nov 19, 2012 11:10 pm

Do i have to do this even if i just added new audio for some of my creatures? all i did is change their death and combat sounds, can anyone confirm?
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ImmaTakeYour
 
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Post » Tue Nov 20, 2012 5:13 am

If you just replace the files, no. If you altered the dialogue in the quest, maybe? The easiest way to test is if your creature 'breaks' and makes no sound then yes, you most likely need the file.
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Natasha Callaghan
 
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Post » Tue Nov 20, 2012 3:24 am

In any case it won't hurt to run the command. If it's not necessary, no file will be generated. You'll have wasted 5 minutes time finding out.
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Emilie Joseph
 
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Post » Mon Nov 19, 2012 10:27 pm

True. If the mod does not need the file, it does not generate it, so it's certainly worth a try.
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Charlotte Lloyd-Jones
 
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Post » Tue Nov 20, 2012 7:13 am

BTW, did they mention whether this is getting implemented in a future ck update or will we always need to do this extra step?

- Hypno
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Veronica Flores
 
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Post » Tue Nov 20, 2012 9:20 am

BTW, did they mention whether this is getting implemented in a future ck update or will we always need to do this extra step?

- Hypno
Joel said that he would certainly like to see a more "official fix" in the future, but at the moment he is unable to comment on whether we will see one or not. So it's a possibility, but he isn't sure, no promises.
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Tha King o Geekz
 
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Post » Mon Nov 19, 2012 6:55 pm

Huh, well I'm glad we got some info from the devs and here's hoping that a official fix will come at some point, but this isn't bad at all. College/work have been time draining for the past couple months but I've finally got my normal level of free time back so I'll be trying this out soon.
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Umpyre Records
 
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Post » Mon Nov 19, 2012 5:46 pm

I had an idea: would it be easier to make a shortcut to the CreationKit.exe with the -GenerateSEQ:PluginName.esp inside instead of having to play with the Steam launch options every time you want to run it for this?
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Roy Harris
 
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Post » Tue Nov 20, 2012 3:43 am

This is awesome news!! I had been dreading adding custom voices to my Mod, so this fix comes right about the time I need it. Thanks, DEVs (and Arthmoor and Alexander and everybody that worked on it)!
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Markie Mark
 
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Post » Tue Nov 20, 2012 1:47 am

TES5Edit now has the functionality to do this in 3.0.23. You can even mult-select all your mods at once, right click, generate SEQ, and within 2 seconds have all the files you need generated, and in the correct folder.
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Phillip Brunyee
 
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Post » Mon Nov 19, 2012 10:51 pm

Any reason why it's so much faster than using the CK?

(And whatever the trouble was with my stuff, Edit managed to generate SEQs with no trouble)
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Jessica Stokes
 
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Post » Tue Nov 20, 2012 5:21 am

Because Edit doesn't have to deal with loading the CK's overhead.
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Chris BEvan
 
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Post » Mon Nov 19, 2012 9:40 pm

It actually raises the question of why someone would bother using the CK to generate SEQs with Edit available. The tool's positively invaluable.
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Soph
 
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Post » Mon Nov 19, 2012 11:08 pm

TES5Edit now has the functionality to do this in 3.0.23. You can even mult-select all your mods at once, right click, generate SEQ, and within 2 seconds have all the files you need generated, and in the correct folder.
What a perfect and quick solution, thanks Arthmoor for the info, I really love this tool :smile:
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jennie xhx
 
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Post » Tue Nov 20, 2012 3:11 am

http://www.creationkit.com/Archive.exe
Nah, BSA Opt ftw. Allows you to add an entire directory. I have made my own Data folder on my pc, which I add my new meshes/scripts etc as I make them and add them to Skyrim's Data folder. Then just make a BSA from my folder. Saves having to trawl through the skyrim data folder to find your assets.
Archive.exe does the same. I have a fake Data file elsewhere on my computer, I just drag a few files into the archive window and I'm good to go.

Actually, you have to had the bottom-most folder, so yeah I have to click at 15 extra times. :tongue:

You create another Data folder? But doesnt that alter the path that is needed? Or do you copy everything in the original Data folder and in your folder? And when you pack, you pick the files from your Data folder or the Skyrin data folder?

Thanks!

TES5Edit now has the functionality to do this in 3.0.23. You can even mult-select all your mods at once, right click, generate SEQ, and within 2 seconds have all the files you need generated, and in the correct folder.

I suppose its not like tesnip that killed my mod :)
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Donald Richards
 
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Post » Mon Nov 19, 2012 8:49 pm

@Alexander, I've added the solution to the wiki, hope you don't mind:

http://www.creationkit.com/Bug_list#Version_1.6.89.0
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Lucy
 
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Post » Mon Nov 19, 2012 7:18 pm

I guess i did needed it, it did created a file...going to test if my animals make their respective sounds.


[Edit]

Ohh so sweet! my baby animals now do their cute sounds haha, thanks!
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matt
 
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Post » Tue Nov 20, 2012 9:11 am

You create another Data folder? But doesnt that alter the path that is needed? Or do you copy everything in the original Data folder and in your folder? And when you pack, you pick the files from your Data folder or the Skyrin data folder?
I created another data folder elsewhere on my computer (Where I store all my modding extras), I then 'simulate' the data folder for just my mod's content in that alternate data folder. So I have something like C:/Alex'sCrazyFolder/Awesomeness/ModdingStuff/Madness/Data/Falskaar.esm Well, not exactly like that, but you get the idea. :P Then I run archive.exe, and since the root directory is data, it doesn't have a clue what's above that Data folder. Then I just archive everything in it real fast by dragging/dropping the lowest level of each folder, I check the right boxes and click archive. Since my mod's structure within the real data folder, and my fake one is the same, the game loads it all properly and the BSA works. And I don't have to dig around Skyrim's/OtherMod's stuff to get the archive going.

@Alexander, I've added the solution to the wiki, hope you don't mind:

http://www.creationkit.com/Bug_list#Version_1.6.89.0
Of course I don't mind! I do think we need a page specifically discussing the fix, though I haven't the time to get one set up... :P
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Darrell Fawcett
 
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Post » Tue Nov 20, 2012 8:07 am

I created another data folder elsewhere on my computer (Where I store all my modding extras), I then 'simulate' the data folder for just my mod's content in that alternate data folder. So I have something like C:/Alex'sCrazyFolder/Awesomeness/ModdingStuff/Madness/Data/Falskaar.esm Well, not exactly like that, but you get the idea. :tongue: Then I run archive.exe, and since the root directory is data, it doesn't have a clue what's above that Data folder. Then I just archive everything in it real fast by dragging/dropping the lowest level of each folder, I check the right boxes and click archive. Since my mod's structure within the real data folder, and my fake one is the same, the game loads it all properly and the BSA works. And I don't have to dig around Skyrim's/OtherMod's stuff to get the archive going.

Of course I don't mind! I do think we need a page specifically discussing the fix, though I haven't the time to get one set up... :tongue:

Ah.... I think I get it, any chance of making a video the next time you do it? You have a really nice voice you know...... :D

And we do have a page, it's this one :)
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Beat freak
 
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