DialogueQuest Bug - Thread #3

Post » Mon Dec 10, 2012 4:34 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.
Skepticism is healthy, but in this case, generating them will do no harm at all. I'll be planting these in the USKP updates.
User avatar
gemma
 
Posts: 3441
Joined: Tue Jul 25, 2006 7:10 am

Post » Mon Dec 10, 2012 3:07 pm

Is it even possible to do if the file depends on Update.esm and one is participating in the beta?

I suppose I'll do it the next time I update, if I update (for example, if there is a new expansion, and it adds new followers, I'll have to do an add-on to Change Follower Outfits).
User avatar
AnDres MeZa
 
Posts: 3349
Joined: Thu Aug 16, 2007 1:39 pm

Post » Mon Dec 10, 2012 1:36 am

I, personally, am not sure what all the CK loads when generating this SEQ file, so you can certainly try. It only seems to load the quest data out of your plugin, and nothing from the masters (Unless your plugin alters them, etc) so I assume you could do it even with the beta and update.esm as a master.
User avatar
Roy Harris
 
Posts: 3463
Joined: Tue Sep 11, 2007 8:58 pm

Post » Mon Dec 10, 2012 3:44 am

I would love to see whats inside this small file.
User avatar
Emily Martell
 
Posts: 3469
Joined: Sun Dec 03, 2006 7:41 am

Post » Mon Dec 10, 2012 12:22 pm

It's literally just a list of the formID's for the quests your mod alters/adds. The engine does something with it internally, but we aren't sure what.
User avatar
butterfly
 
Posts: 3467
Joined: Wed Aug 16, 2006 8:20 pm

Post » Mon Dec 10, 2012 10:16 am

The CK is only concerned with the content of your own mod. All of the form IDs I've seen contained in the files so far are your own quests. Vanilla quests will be covered in the SEQ files found in Update.bsa. Yes, they've been there since 11/11/11 but nobody paid attention to them.

For instance, even though the UDGP modifies one quest which is start-enabled in vanilla, the SEQ file only contains the two form IDs for the retroactive fix quests.
User avatar
Rusty Billiot
 
Posts: 3431
Joined: Sat Sep 22, 2007 10:22 pm

Post » Mon Dec 10, 2012 4:13 pm

Just out of plain curiosity, I had a look at my backup archives and noted, that Update.bsa was first introduced with 1.4.20 (containing some updated armor meshes), and it has been updated three times since, including the current beta. Patches containing a fresh version of Update.bsa are:
- 1.4.20
- 1.5.24
- 1.6.87 (beta) / 1.6.89 (release)
- 1.8.145 (beta)

In the first two updates, no SEQ files were included inside Update.bsa. SEQ files were were first intoduced in the 1.6.87/1.6.89 update, which also coincides with the appearance of this bug. So, I think there has been some really bad luck in play here, with nobody making the connection.
User avatar
Connor Wing
 
Posts: 3465
Joined: Wed Jun 20, 2007 1:22 am

Post » Mon Dec 10, 2012 8:56 am

Yeah. They altered something for some reason, thus requiring the SEQ files, and we simply never figured it out. I'm really glad that Joel and them reached out to us finally with this info.
User avatar
Joey Avelar
 
Posts: 3370
Joined: Sat Aug 11, 2007 11:11 am

Post » Mon Dec 10, 2012 2:38 pm

Odd, I could swear those had been there since 11/11/11 but I guess not.
User avatar
Bedford White
 
Posts: 3307
Joined: Tue Jun 12, 2007 2:09 am

Post » Mon Dec 10, 2012 12:49 pm

Update.esm has certainly always been there, while Update.bsa has not. But really, with all these files, and even more files of various kinds hidden further inside the archives, like the SEQ's, the whole setup currently seems incredibly convoluted.
User avatar
Heather Stewart
 
Posts: 3525
Joined: Thu Aug 10, 2006 11:04 pm

Post » Mon Dec 10, 2012 3:12 pm

Well one thing is for sure, when these updates come out people will pay more attention to mysterious new additions to the family.
User avatar
Richard
 
Posts: 3371
Joined: Sat Oct 13, 2007 2:50 pm

Post » Mon Dec 10, 2012 11:53 am

This is great news! Now that navmeshes and the dialogue bugs have finally been fixed, quest mods can start rolling! :D
Thanks for the information!
User avatar
Charlotte X
 
Posts: 3318
Joined: Thu Dec 07, 2006 2:53 am

Post » Mon Dec 10, 2012 9:06 am

This is really great news I'm glad the devs reached out to us and we got this sorted :)
User avatar
Flesh Tunnel
 
Posts: 3409
Joined: Mon Sep 18, 2006 7:43 pm

Post » Mon Dec 10, 2012 3:25 pm

I've made a quick video that briefly explains how to do this using Steam's launch options to help spread word in addition to all of Arthmoor's posts: http://youtu.be/Ai3txtvoSbM
User avatar
Lisa Robb
 
Posts: 3542
Joined: Mon Nov 27, 2006 9:13 pm

Post » Mon Dec 10, 2012 1:58 am

Think the SEQ falls under Misc in the TESArchive?
User avatar
cassy
 
Posts: 3368
Joined: Mon Mar 05, 2007 12:57 am

Post » Mon Dec 10, 2012 4:04 pm

So with this is the dialogue bug solved? When I generate SEQ files?
I think with quest.start() scripts some have still reported oddities. Is it better and more save to undo the quest.start() workaround and go back to GSE and SEQ files?
User avatar
Camden Unglesbee
 
Posts: 3467
Joined: Wed Aug 15, 2007 8:30 am

Post » Mon Dec 10, 2012 11:01 am

So with this is the dialogue bug solved? When I generate SEQ files?
I think with quest.start() scripts some have still reported oddities. Is it better and more save to undo the quest.start() workaround and go back to GSE and SEQ files?
That's what I've done. I disconnected all of my 'starter' quests, and simply made the actual quests GSE, and with the addition of the SEQ file, everything works flawlessly as though there was nothing wrong. Because all that was wrong, was that we were missing the SEQ files. (Of course there may be a tad bit of buginess throughout, but this should fix 99% of the issues for everyone)
User avatar
xemmybx
 
Posts: 3372
Joined: Thu Jun 22, 2006 2:01 pm

Post » Mon Dec 10, 2012 7:33 am

Think the SEQ falls under Misc in the TESArchive?
Not sure I understand what you're asking here?
User avatar
Bigze Stacks
 
Posts: 3309
Joined: Sun May 20, 2007 5:07 pm

Post » Mon Dec 10, 2012 2:15 am

That's what I've done. I disconnected all of my 'starter' quests, and simply made the actual quests GSE, and with the addition of the SEQ file, everything works flawlessly as though there was nothing wrong. Because all that was wrong, was that we were missing the SEQ files. (Of course there may be a tad bit of buginess throughout, but this should fix 99% of the issues for everyone)

Yay! I can start modding again!
User avatar
Anne marie
 
Posts: 3454
Joined: Tue Jul 11, 2006 1:05 pm

Post » Mon Dec 10, 2012 5:17 am

how is this done via the "command line"?
User avatar
Arrogant SId
 
Posts: 3366
Joined: Sat May 19, 2007 11:39 am

Post » Mon Dec 10, 2012 4:18 am

I'm curious to see if marking all quests as "Start Game Enabled" temporarily so they can be added in the generated SEQ and then toggled back off would have any positive/negative effect. Will need to test this myself.

Not sure I understand what you're asking here?
Likely means the BSA packager. Misc seems to be the appropriate category for this kind of file.
User avatar
Ellie English
 
Posts: 3457
Joined: Tue Jul 11, 2006 4:47 pm

Post » Mon Dec 10, 2012 10:43 am

I personally wouldn't recommend simply making all quests SGE now that the dialogue issue is fixed. A quest that's SGE but isn't actually "started", will still show as Running with SQV. This could lead to problems if you alter scripts or aliases in this quest in a mod loaded save.
User avatar
Tamara Dost
 
Posts: 3445
Joined: Mon Mar 12, 2007 12:20 pm

Post » Mon Dec 10, 2012 2:57 pm

mmm.. I have several "quests" (nothing with dialog only using the alias system) and never used/needed this SEQ.

Is your recommendation based on some a new thing?

Definitely include it if you have any new/altered quests in your mod. Can't hurt.
User avatar
John N
 
Posts: 3458
Joined: Sun Aug 26, 2007 5:11 pm

Post » Mon Dec 10, 2012 4:27 am

I suppose I should specify, quests that in any way touch dialogue or scenes (containing dialogue?). Purely script quests appear to work alright.

- New link, I exported to 720p on accident the first time: http://youtu.be/Ai3txtvoSbM
User avatar
lolly13
 
Posts: 3349
Joined: Tue Jul 25, 2006 11:36 am

Post » Mon Dec 10, 2012 1:10 pm

mmm.. I have several "quests" (nothing with dialog only using the alias system) and never used/needed this SEQ.

Is your recommendation based on some a new thing?

Nope. I discovered it myself. I made a quest very early on in my mod progress. SGE, Run Once etc etc as we were told in many tutorials. This quest is a quest for later in my mod.

Much later, I changed some of the alias info. Then in a save that already used my mod, the alias changes took no effect. This is because the quest is Running in the background, whether its started or not. I thought a quest had to actually be Started before no edits would change it. I was wrong.

So I recommend unless your quest needs to run at the start of the game, do not have it SGE.
User avatar
A Boy called Marilyn
 
Posts: 3391
Joined: Sat May 26, 2007 7:17 am

PreviousNext

Return to V - Skyrim