DialogueQuest Bug - Thread #3

Post » Mon Dec 10, 2012 2:53 am

Yeah i probably should.

I have contact with david brasher on the nexus forums and he assures me a lot of issues are due to lag. Many of teams have given up on papyrus, etc.

Something wrong for sure. The load cycles fix the dialogue issues so the game not loading things fast enough would lead me to believe there is an issue with lag.

In some cases it will take 2 to 3 load cycles for my dialogue to run. Other dialogue runs first try, Fine.

This lag issue has nothing to do with PC performance or vanilla skyrim. This issue deals with our mods, and editor issues. Past Bethesda games have run into the same issues regarding the geck,creation kit, etc, as i am sure you know.

Obviously a problem with memory issues in skyrim if the last two updates have focused on General memory and stability improvements.

Perhaps im wrong, Who cares. I just want things to work all the time, when they once worked before.

Here is what he had to say.

Skyrim is so unreliable that I have given up on quest-coding and scripting. I refuse to do work on such bad software. I want things to consistently work when I get done, like they did with Oblivion. Bethesda knows about the problem because they have received hundreds of complaints. Things got really bad about the time they released Skyrim 1.6. The issues have not been fixed since then.


One thing that people have been talking about on the forums is how custom quests no longer work on the first try. The workaround is that the mod needs to be installed, the game needs to loaded and then saved. Skyrim needs to be exited. Skyrim needs to be started. The game needs to be reloaded, and then the custom quest has a decent chance of starting correctly. (It is like the game lags so bad on the fastest of computers that it cannot register that there is a new quest to process in a timely fashion.
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Silvia Gil
 
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Post » Mon Dec 10, 2012 12:47 pm

No voice files (because no sound equipment), but you can "fake" them by holding down the Record button for a bit, which I did do.

Since I have no sound capabilities, I always have Subtitles turned on -- I actually thought that might have been a problem, but I'm told it isn't.

To be honest, I'm starting to understand why even other veteran modders are just making a house/shop mod, dropping it into the game, and telling you to "COC MyLocation" in order to mark it on the map and use it.

Also, when you say "pause menu", are you talking about the menu options that pop up with the Esc key? Such as System, General Stats, and Quests, that menu?
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jennie xhx
 
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Post » Mon Dec 10, 2012 10:22 am

I've gotten the green light to share some information regarding the dialogue bug that we've been working on:

Start-enabled quests do not start, because of a hidden little feature in the Creation Kit, SEQ files. If your quest has start-enable quests, in order for them to boot up properly, you need to generate a SEQ file. In order to do so, from the command prompt, or Steam launch options (Tools > Right click on CK > Set Launch Options) type in -GenerateSEQ:MyMod.esp and launch the CK. If you use Steam Launch Options to do so, remember to remove this line before trying to launch it normally again.

This will generate a MyMod.SEQ file in your Skyrim folder (Not Data). This needs to be placed in Data/SEQ (So it's Data/SEQ/MyMod.SEQ) and destributed with your mod. This file allows quests start-game enabled quests to start properly. This file needs to be regenerated every time you add or remove start-enabled quests. It also does not descriminate between esp and esm, meaning if you generate it for your mod as an esp, then convert it to an esm it will still work just fine.

This has been lightly tested by me and Arthmoor and appears to solve some of the dialogue related issues.
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W E I R D
 
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Post » Mon Dec 10, 2012 1:33 pm

I've gotten the green light to share some information regarding the dialogue bug that we've been working on:

Start-enabled quests do not start, because of a hidden little feature in the Creation Kit, SEQ files. If your quest has start-enable quests, in order for them to boot up properly, you need to generate a SEQ file. In order to do so, from the command prompt, or Steam launch options (Tools &--#62; Right click on CK &--#62; Set Launch Options) type in -GenerateSEQ:MyMod.esp and launch the CK. If you use Steam Launch Options to do so, remember to remove this line before trying to launch it normally again.

This will generate a MyMod.SEQ file in your Skyrim folder (Not Data). This needs to be placed in Data/SEQ (So it's Data/SEQ/MyMod.SEQ) and destributed with your mod. This file allows quests start-game enabled quests to start properly. This file needs to be regenerated every time you add or remove start-enabled quests. It also does not descriminate between esp and esm, meaning if you generate it for your mod as an esp, then convert it to an esm it will still work just fine.

This has been lightly tested by me and Arthmoor and appears to solve some of the dialogue related issues.
Thank you. I can also confirm that it fixes the no dialogue bug for start-game enabled quests when the .esp is first loaded. Will do more testing to see if it fixes anything else.

EDIT: Just noticed that Skyrim.esm and Update.esm have their own SEQ files in the Update.bsa
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adame
 
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Post » Mon Dec 10, 2012 12:29 pm

Start-enabled quests do not start, because of a hidden little feature in the Creation Kit, SEQ files. If your quest has start-enable quests, in order for them to boot up properly, you need to generate a SEQ file. In order to do so, from the command prompt, or Steam launch options (Tools > Right click on CK > Set Launch Options) type in -GenerateSEQ:MyMod.esp and launch the CK. If you use Steam Launch Options to do so, remember to remove this line before trying to launch it normally again.

Alex -- is that the exact syntax? -GenerateSEQ:MyMod.esp ........ or is it ...... GenerateSEQ:MyMod.esp
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Fam Mughal
 
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Post » Mon Dec 10, 2012 7:32 am

It is:

-GenerateSEQ:MyMod.esp

MyMod being the name of your esp, of course. Arthmoor said it didn't want to work for him at one point, then it worked again. Perhaps he can chime in with the details. For me on the other hand, it's worked every single time (I've done it at least 10 times) without fail and always makes the file.

Remember, it places the file in your root Skyrim directory, not the Data folder, the one above that.
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Rachel Briere
 
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Post » Mon Dec 10, 2012 6:59 am

Where should the plugin be in the directory tree?

Yes, I'm trying to figure out the logic behind the placement of the file by the generator. :P
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JESSE
 
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Post » Mon Dec 10, 2012 9:19 am

The file is generated by the CK, which simply puts it in the same folder as the CK.exe, ergo it's in the Skyrim folder. That's all.

You need to copy it to "Data/SEQ/"
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El Khatiri
 
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Post » Mon Dec 10, 2012 5:15 am

Eh, that just seems a bit odd to me. Almost sounds as if that's a default if an option isn't supplied. I'll dig into the executable once I finish getting this room cleaned up as I can't hop over to my Windows box (and more powerful system) until then as I don't really have room for it until things get clean. :)

That is, of course, unless someone else beats me to it (looking at you shadeMe :P).
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N3T4
 
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Post » Mon Dec 10, 2012 2:45 pm

Arthmoor, IF your out there

how did you get this to work with CMD?

Thanks!
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Charlotte Lloyd-Jones
 
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Post » Mon Dec 10, 2012 4:02 am

The SEQ thing worked once, only once, and exactly once from the command line, then never again. I've no idea why.

If you still want to try it, open CMD, navigate your way to the folder where creationkit.exe is, and then type out this command:

creationkit.exe -GenerateSEQ:pluginname.esp

Wait for it to load, do NOT disturb it in any way. If it works, you'll get the file generated next to it in the folder. If/when it fails, the CK loading will drop out right after facegen initializes.

When we were cleared us to discuss this, I passed the info along to Zilav. We'll be getting support for it in the next TES5Edit update. The dude is lightning fast and I've already tested his work on it. Flawless. No need to mess with the command line OR the Steam launch options that way. Whenever he passes 3.0.23 along it'll be a menu option in TES5Edit to generate the SEQ file.

So far as I've been able to tell, it works, although I don't really have anything critically dependent on it either.
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JR Cash
 
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Post » Mon Dec 10, 2012 4:51 am

So far as I've been able to tell, it works, although I don't really have anything critically dependent on it either.
Yeah I've really been the only big test, so we aren't 100% sure. But my mod has about 25 quests that need it to start, and sure enough it fixed them all up and my mod now runs all quests/scene/dialogue flawlessly.
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zoe
 
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Post » Mon Dec 10, 2012 1:59 pm

Yeah I've really been the only big test, so we aren't 100% sure. But my mod has about 25 quests that need it to start, and sure enough it fixed them all up and my mod now runs all quests/scene/dialogue flawlessly.

Great news! CMD did not work for me. Opens up creation kit, then nothing.

Will wait. good find guys
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ruCkii
 
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Post » Mon Dec 10, 2012 10:56 am

Not really a find, I was approached about it initially, then got Alexander involved. If they hadn't come to us I doubt this would have been discovered. Nobody was looking at these files despite them being around since launch day.
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Sophh
 
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Post » Mon Dec 10, 2012 5:07 am

Good going gentlemen. Since I've worked around my issue I'll skip this unless I absolutely have to do it.
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Travis
 
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Post » Mon Dec 10, 2012 12:08 pm

Great news! CMD did not work for me. Opens up creation kit, then nothing.

Will wait. good find guys
The Creation Kit should open, display the loading splash screen, then after 10-30 seconds close. Generation is done and the file should be in your Skyrim folder.

And yeah, we didn't find this by any means, they approached Arthmoor and then me about testing it out to see if it helped. This is why we were saying that you guys had to trust us that they cared. They cared enough to specifically contact us to see if this would fix the issues.
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Kahli St Dennis
 
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Post » Mon Dec 10, 2012 7:52 am

Nice, Cmd worked. Will test now..

works... awesome guys
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SWagg KId
 
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Post » Mon Dec 10, 2012 4:54 am

I may make a quick video detailing this tomorrow so more people can know, and that way if people ask (As inevitably MANY will) they can just be giving a quick link to the video. It's noted nowhere, and really ghetto, but it's what must be done. They're glad it's working for us, but they are currently unable to say whether or not a more official fix (Generation in the CK, or automatically, etc) will ever be integrated.
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hannaH
 
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Post » Mon Dec 10, 2012 1:22 am

Must SEQ files be generated for all "start game enabled" quests, or merely ones containing new dialogue?
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carrie roche
 
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Post » Mon Dec 10, 2012 2:50 am

Must SEQ files be generated for all "start game enabled" quests, or merely ones containing new dialogue?
It generates one single file based on what your esp alters. So if your mod adds, alters, or touches dialogue or quests, you should generate one. But it's only one single file, not one for each quest.
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Jordyn Youngman
 
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Post » Mon Dec 10, 2012 5:08 pm

Not to be skeptical, but I've done a number of works that use start game enabled quests to add scripts; they work fine as of 1.7.
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Raymond J. Ramirez
 
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Post » Mon Dec 10, 2012 6:13 am

Start-game-enabled quests that only use scripts work fine. It's dialogue and scenes that got totally messed up. The SEQ file fixes this issue.
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Silvia Gil
 
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Post » Mon Dec 10, 2012 3:31 pm

SEQ forsure. I no longer have to save and reload to have dialogue run. A few scenes still do not work but I would imagine they are totally trashed. I will just re do them.

Awesome
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NeverStopThe
 
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Post » Mon Dec 10, 2012 1:46 am

I may as well create it anyway just in case although all my stuff is firing as it should thanks to the quest not being start game enabled and started with a note. The more I think about it, this issue is probably why my courier worked the first time then never worked again.
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Anna Beattie
 
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Post » Mon Dec 10, 2012 4:30 pm

Yeah, so far my results:

W/ SEQ - All quests run flawlessly as they did pre 1.6.
No SEQ - Quests may or may not work randomly, different each time for everyone, and dialogue is messed up and wont work and no scenes.

Definitely include it if you have any new/altered quests in your mod. Can't hurt.
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Tyrel
 
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