DialogueQuest Bug Solution

Post » Tue Nov 20, 2012 4:19 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?
His process is slightly more manual than mine, which I outlined here: http://www.iguanadons.net/Using-BAIN-and-Archiveexe-to-Package-a-Skyrim-Mod-494.html

I suppose its not like tesnip that killed my mod :smile:
Not at all, TES5Edit is a trusted utility that modders have been using since Oblivion with great results. To finally have it for Skyrim is a massive help.
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Anthony Santillan
 
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Post » Tue Nov 20, 2012 6:50 am

Not at all, TES5Edit is a trusted utility that modders have been using since Oblivion with great results. To finally have it for Skyrim is a massive help.
So, on that note, is it already safe to use to clean and edit my mod? I have a lot of dirty edits I'd love to remove ASAP, but I don't want to do it until TES5Edit is 100% trustable and good to go. (As the previous ones were)
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bonita mathews
 
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Post » Tue Nov 20, 2012 2:10 am

Yes, it's trustworthy. All my stuff has already been through the process, along with the 3 unofficial patches.
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Dalton Greynolds
 
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Post » Tue Nov 20, 2012 7:02 am

Awesome. I'll use it at my earliest convenience then. My mod currently edits like 40 random vanilla interiors, and a bunch of exteriors. That just wont do for release. :P
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Amanda Leis
 
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Post » Tue Nov 20, 2012 7:50 am

His process is slightly more manual than mine, which I outlined here: http://www.iguanadons.net/Using-BAIN-and-Archiveexe-to-Package-a-Skyrim-Mod-494.html


Not at all, TES5Edit is a trusted utility that modders have been using since Oblivion with great results. To finally have it for Skyrim is a massive help.

Thanks for the link, I'm gonna look into it, hopeffuly it will also pack the stuff needed for LOD.

Indeed, for starters one can make an .esp master of another, so no need to merge.

So, on that note, is it already safe to use to clean and edit my mod? I have a lot of dirty edits I'd love to remove ASAP, but I don't want to do it until TES5Edit is 100% trustable and good to go. (As the previous ones were)

I think I have some * here and there too, but not that many :P

--------------------------

Thanks for your answers, both of you are some kind of modding angels, must mention you in my credits.
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Jah Allen
 
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Post » Tue Nov 20, 2012 3:05 am

@http://www.gamesas.com/user/176330-arthmoor/

I'm following http://www.iguanadons.net/Using-BAIN-and-Archiveexe-to-Package-a-Skyrim-Mod-494.html but something strange is happening, when I open Wrye my installers tab is empty, the mods tab is working, so is the Saves and INI edits, any clues? Thanks.
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Zach Hunter
 
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Post » Tue Nov 20, 2012 7:05 am

So... I fixed my dialogue bug weeks ago by creating a bootstrap Quest set to start game enabled, with a stage 0 script that started the "real" quest using script (injected the quest and called RealQuest.Start()) . So technically, my quest was not marked start game enabled... but it still started game enabled thanks to the bootstrap quest. So now I am looking at this thinking about all the work I will have to do every time I want to update my dialogues (which is about every other day). I guess the question is... does the bootstrap method suffice and fix all the problems, or does it simply fix dialogue problems and other problems may still be present? If the bootstrap method is just as effective, I am going to stick with it as it doesn't involve all of these crazy steps every time I want to change a dialogue or do a release...
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Juan Suarez
 
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Post » Tue Nov 20, 2012 1:23 am

One can generate SEQs in a matter of seconds, depending on file size, using TES5Edit; I would just use SEQs.
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Kat Ives
 
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Post » Mon Nov 19, 2012 7:28 pm

I prefer the SEQ method too.
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Jade MacSpade
 
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Post » Tue Nov 20, 2012 2:06 am

Also, since the SEQ is just a series of form IDs, you only need to generate one when you change the number of start-enabled quests. You don't need to regenerate them when all you do is add or remove dialogue entries.

@Black RL: Have you got all of the required Python dependencies installed?
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Hannah Whitlock
 
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Post » Mon Nov 19, 2012 9:24 pm

I guess I have, at least it reads:

Unicode Python version dependencies. Only needed if you are installing the Python Source version, and using the Unicode version of Wrye Bash (295.3+) but not using the automated installer (which would install these dependencies for you).

http://skyrim.nexusmods.com/mods/1840#content

I guess I'm out of luck, do you think its because I installed Wrye in the Programs folder? I received a warning about that, but if that was a problem how can Wrye access other files but not this ones?

Anyway, thanks for your answer.
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Lily Something
 
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Post » Tue Nov 20, 2012 12:15 am

It could. Installing any TES game into the Program Files folder can lead to strangeness. You'd probably be better off https://support.steampowered.com/kb_article.php?ref=7418-YUBN-8129
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Jynx Anthropic
 
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Post » Mon Nov 19, 2012 11:24 pm

Thanks for the feedback, gonna try that.
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Alister Scott
 
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Post » Tue Nov 20, 2012 6:18 am

Glad to see this has been figured out. A lot of thanks to everyopne involved!

Should be a sticky!

EDIT:

The Aliases-Issus doesn't seem to be fixed that way. As soon as I define an alias (for example of the character the dialogue is related to) the diloague option doesn't show up ingame.

Can anyone confirm that?
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Jennifer Munroe
 
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Post » Mon Nov 19, 2012 9:18 pm

I can confirm that you should try to save the dialogue again, renaming quests breaks dialogues, I had the same problem.
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Jennifer Rose
 
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Post » Tue Nov 20, 2012 10:25 am

What exactly do you mean with 'save the dialogue again'? After adding the alias and adding "GetIsAliasRef" to the dialogue-option I reopend the Response Text and pressed ok. But that changed nothing.

I never renamed the quest.
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Vickytoria Vasquez
 
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Post » Tue Nov 20, 2012 9:08 am

What exactly do you mean with 'save the dialogue again'? After adding the alias and adding "GetIsAliasRef" to the dialogue-option I reopend the Response Text and pressed ok. But that changed nothing.

I never renamed the quest.

With the "bug" fixed its something on your end man.

Are you testing with a "your mod" clean save? As in a save that hasn't seen your mod before?

Is your dialogue condition set up correctly? S and not T.

I'd your alias filling properly? Have you tried deleting the alias and making a new one?
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K J S
 
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Post » Tue Nov 20, 2012 9:02 am

Are you testing with a "your mod" clean save? As in a save that hasn't seen your mod before?

Yes.

Is your dialogue condition set up correctly? S and not T.

You mean subject? If so: yes.

I'd your alias filling properly?

I think so. How do I check it out correctly?

Have you tried deleting the alias and making a new one?

Many times. I even tried to create a completely new quest. Same behaviour.

Even if I don't use the alias with the dialogue option (instead of 'IsAliasRef' I use 'GetIsID' then) and it just exists in the aliases tab, the dialogue won't show up ingame. After deleting every alias in the aliases window everything works as it should. Strange enough at all.
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Arnold Wet
 
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Post » Mon Nov 19, 2012 6:37 pm

I think so. How do I check it out correctly?

You should be able to use the console (~) command sqv yourquestID
That will show you alias and other information related to that quest.
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James Potter
 
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Post » Mon Nov 19, 2012 11:14 pm

I mean recording the voice file again, give it a shot.
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Laura Wilson
 
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Post » Mon Nov 19, 2012 11:31 pm

I mean recording the voice file again, give it a shot.

I tried it out, but it still doesn't work.

You should be able to use the console (~) command sqv yourquestID
That will show you alias and other information related to that quest.

Thanks!

It resulted REF 'Alias01' -> None. I defined the NPC in the alias windows via UniqueActor - also tried that Specific-Location-thing.

I am pretty sure that I did it right. Don't understand why ingame it is None.
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Paul Rice
 
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Post » Tue Nov 20, 2012 3:30 am

Does your NPCref have a "persist location"? I think I remember reading somewhere that this is needed for it to fill an alias properly.

In the render window, double click on your NPC reference, then in the window that opens navigate to the persist location tab. You can then set it in the drop down list. There is a "PersistAll" location you can use but I have a feeling its better practice to use the location that the cell he is in uses

- Hypno
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Rik Douglas
 
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Post » Mon Nov 19, 2012 11:36 pm

Its a bit embarssing for me now ... I always tried using Unique NPCs like General Tullius or Alvor in Riverwood. With these NPCs - using them as Alias - it doesn't work (it is not beacause of the persist location, the NPC both have one), but with an self created NPC it does.

Sry and thanks for all the help offered here!

In the past using - for example - General Tullius as alias worked just fine.
Tested all this on another PC with everything newly intalled, newly created savegame, no mods, etc.

The only thing I ask myself now is, why aliases relating to General Tullius or Alvor doesn't seem to work.
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Cheville Thompson
 
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Post » Mon Nov 19, 2012 11:26 pm

Perhaps you haven't got the Allow Reserved option ticked for the alias mate.
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Hairul Hafis
 
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Post » Tue Nov 20, 2012 6:54 am

I can't tick it on, its greyed out. Perhaps because the quest is marked as "start game enabled".

From the CS-Wiki:
C) "Starts Enabled" quests - all their aliases are treated as if "Allow Reserved" was checked (in order to avoid "race conditions" where the order that the "game start" quests actually fill their aliases matters).
http://www.creationkit.com/Quest_Alias_Tab


The only way to use vanilla NPCs seems to be via 'External Alias Reference' instead of unique actor. You only have to figure out in which quest the NPC you want to use is contained. Still don't know know why this doesn't work with Unique Actor ... but External Alias Reference works.
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.X chantelle .x Smith
 
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