DialogueQuest Bug - Thread #3

Post » Mon Dec 10, 2012 9:49 am

So I recommend unless your quest needs to run at the start of the game, do not have it SGE.
Well yeah, but that's more of a general 'quest making practices' thing and not so much anything new with this SEQ file... Obviously you shouldn't make all your quests start-game enabled willy nilly for no reason. This simply allows those that must be to work properly now. Like, mainly, generic dialogue control quests. I had thousands of lines (hellos, combat sounds, detection, etc) that are run by SGE quests, so this makes them all run nice and smooth, without the need of a 'starter' dummy quest. :D
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George PUluse
 
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Post » Mon Dec 10, 2012 10:47 am

Well yeah, but that's more of a general 'quest making practices' thing and not so much anything new with this SEQ file... Obviously you shouldn't make all your quests start-game enabled willy nilly for no reason.

Just making sure some people don't all of a sudden jump on the SGE bandwagon :P
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Albert Wesker
 
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Post » Mon Dec 10, 2012 4:51 am

snipped
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StunnaLiike FiiFii
 
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Post » Mon Dec 10, 2012 6:43 am

Yep. Happens to me. Damn it!
Random suggestion; Try reinstalling the CK. I had an unavoidable crash preventing me from using the Papyrus Script Manager, and reinstalling fixed it for me. Note: You may want to back up your scripts and whatnot incase the CK goes wild and decide to delete them during the process.
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Miranda Taylor
 
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Post » Mon Dec 10, 2012 5:25 pm

Ignore me. Via Steam startup options worked it. Just via manually cmd it didn't work. Yay! :D
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krystal sowten
 
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Post » Mon Dec 10, 2012 2:39 am

Likely means the BSA packager. Misc seems to be the appropriate category for this kind of file.
In that case, yes, the Misc option would be correct.
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Georgine Lee
 
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Post » Mon Dec 10, 2012 11:33 am

I can also confirm now that the SEQ generation fixes the problem. I used the set launch options method :)

Think its worth making a new thread, or just edit OP?
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Jesus Sanchez
 
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Post » Mon Dec 10, 2012 8:28 am

Think its worth making a new thread, or just edit OP?
I considered making a new one, featuring Arthmoor's written instructions, and my video instructions. Think I should?
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Unstoppable Judge
 
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Post » Mon Dec 10, 2012 10:53 am

I considered making a new one, featuring Arthmoor's written instructions, and my video instructions. Think I should?

Yea go for it mate. I'll bookmark the thread for anyone else having problems :) an request a lock for this thread. Just wailing on my trics right now ;)
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Dylan Markese
 
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Post » Mon Dec 10, 2012 5:04 am

Threadicus creaticus: http://www.gamesas.com/topic/1417941-dialoguequest-bug-solution/
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christelle047
 
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Post » Mon Dec 10, 2012 2:38 am

This is confusing me and I hate having to have one more step to packaging my mod as it introduces yet another chance to forget something.

What if I do this: ONE SGE quest in my mod that I NEVER EVER change and all it is for is to start one other quest and THAT 2nd quest then starts other quests that are also NOT SGE. Would that mean I only need to make the SEQ ONCE and never again?

I could make changes to the 2nd quest all I want and never worry about making a new SGQ because the quest that needs the SGQ is never changed.... right?


Just making sure some people don't all of a sudden jump on the SGE bandwagon :tongue:
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JeSsy ArEllano
 
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Post » Mon Dec 10, 2012 1:04 pm

This is confusing me and I hate having to have one more step to packaging my mod as it introduces yet another chance to forget something.

What if I do this: ONE SGE quest in my mod that I NEVER EVER change and all it is for is to start one other quest and THAT 2nd quest then starts other quests that are also NOT SGE. Would that mean I only need to make the SEQ ONCE and never again?

I could make changes to the 2nd quest all I want and never worry about making a new SGQ because the quest that needs the SGQ is never changed.... right?

According to reports, dialogue issues were never present with a quest that was "jump started" by something else.
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Eduardo Rosas
 
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Post » Mon Dec 10, 2012 1:48 am

You could do that, yes, but that seems like an awful lot of unnecessary work when generating the SEQ file takes literal seconds using TES5Edit.
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Liii BLATES
 
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Post » Mon Dec 10, 2012 10:19 am

My dialog issue is back. I have the SEQ file. The quest starts and objective shows. No dialog option. Conditions are met.

UGH. :swear:
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Beast Attire
 
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