DialogueQuest Bug - Thread #3

Post » Mon Dec 10, 2012 8:51 am

Actually I did some more testing and found that the story manager is working for me but its strange what is happening with my quest.

Basically I am using the crime gold event to start a quest that only has one script attached to it. The script uses the OnStoryCimeGold event and it tracks the type and number of crimes committed by the player, storing them in global variables. The last line of the script stops the quest so every time the player is caught committing crimes, story manager starts the quest, the script runs and then the quest is stopped.

When I commit a crime, there is a 15-25 second delay before my script runs. Its inconsistent too. If I steal more than three objects in a short space of time it will not record every crime. Though that only seems to happen if I commit multiple crimes in a matter of seconds so its not a major problem but still, why the delay? Has anyone else found the story manager to be slow at starting quests?
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Chantel Hopkin
 
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Post » Mon Dec 10, 2012 2:07 pm

Is it correct that the Shivering Isles did the same thing to Oblivion? I heard that a few days ago, wish I remembered the source. If so, we may be totally screwed.

Might be a old bug, like navmesh, and like navmesh and because of Steam they might fix it.

In the end its a win win situation, we are helping them see the problems :)
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Danel
 
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Post » Mon Dec 10, 2012 3:02 pm

Okay, now I'm really confused. I've been dealing with that dialogue/quest bug since beta patch1.7 and did a couple of tests since. But it seems that my system is a special case...
Due to my experience, all my quests, which I set to start "Game Enabled", worked normally - except for the dialogue. I had no issues with packages, objectives, nor with aliases. But I was recently told that the dialogue bug is supposed to stop quests from starting, so now I don't know what's going on with this bug...
I made a little http://www.youtube.com/watch?v=9UjJD3RmBNY&feature=youtu.be to show that my test quest actually starts and the dialogue works after saving and reloading, which I assumed to be caused by the dialogue bug.
Due to the bug I have changed every quest in my mods from starting game enabled to starting through story manager or via script, which works good. But the dummy quest itself, which starts other quests IS set to start game enabled - and runs correctly.
There are so many different descriptions of the dialogue bug in the forum by now, that it's really hard to tell what the actual symptoms of the bug are.
Can anyone confirm my "version of the dialogue bug" or am I indeed a special case or maybe I'm misunderstanding something? (I am really confused at the moment, sorry :blink: )
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Stace
 
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Post » Mon Dec 10, 2012 2:29 am

Your version is the normal case, I think. (Except that packages that use dialogue, like forcegreet packages, are certainly blighted.)
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Jason King
 
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Post » Mon Dec 10, 2012 3:22 am

Yep. Force greet packages don't work for me, neither do scenes which include dialogue. Everything related to dialogue won't work, unless saving and reloading or starting a quest by other means.
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SUck MYdIck
 
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Post » Mon Dec 10, 2012 2:07 pm

My experience and what I've gotten from this thread is the opposite, somehow. I thought most people had the quests not even starting, but if they could manage to start them, it all worked fine? Dang this bug to Oblivion.

I really hopy 1.8 contains a fix...
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Karen anwyn Green
 
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Post » Mon Dec 10, 2012 4:01 am

If I make my dialogue quests start game enabled, then in game use SQV , it says they're running. I just don't get any dialogue.
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Elina
 
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Post » Mon Dec 10, 2012 10:58 am

Holy crap then I'm super lucky. Me and my testers have been able to test because after mucking around with the console and actually getting things started, dialogue works.

Wow this bug is horrible. I really wish a dev would stop in and say something... anything at all.
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Carlitos Avila
 
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Post » Mon Dec 10, 2012 12:50 pm

Maybe the devs have nothing to contribute other than their own confused stares?
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Liv Staff
 
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Post » Mon Dec 10, 2012 6:45 am

As I stated over in the 'modding dying' topic, i feel this bug is why we haven't seen any real epic quest mods yet, only small stuff here and there but no real meat we used to get from Oblivion. Even my courier quest is effed up beyond belief so I am left to start my quest by simply stuffing a note in the players inventory and informing them to read it. That's sad but it's the only way I have left to do it.
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Queen of Spades
 
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Post » Mon Dec 10, 2012 1:04 pm

after mucking around with the console and actually getting things started, dialogue works.

Oh, sorry, it works for me as well, if I start the quest via the console instead of making it start game enabled. I'm just saying that the problem with start game enabled quests isn't that the quests haven't started, it's just the dialogue (until you save and reload).
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Taylah Illies
 
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Post » Mon Dec 10, 2012 4:59 am

i feel this bug is why we haven't seen any real epic quest mods yet

I'm working on one of those, with other people, and while the dialogue bug is definitely an annoyance, it's not a serious obstacle. I think the reason we haven't seen epic quest mods yet is that they take a while to do.
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Allison Sizemore
 
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Post » Mon Dec 10, 2012 5:32 am

I'm working on one of those, with other people, and while the dialogue bug is definitely an annoyance, it's not a serious obstacle. I think the reason we haven't seen epic quest mods yet is that they take a while to do.
Yeah this. They just take forever.

Mine would be done already if I weren't adding so much goddang stuff. :P
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Devin Sluis
 
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Post » Mon Dec 10, 2012 1:18 am

Yeah this. They just take forever.

Mine would be done already if I weren't adding so much goddang stuff. :P

Mine would to, if I didn't have to sleep, eat, work, workout, talk to the missus, and play a game every now and then :P
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joeK
 
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Post » Mon Dec 10, 2012 4:48 pm

So what exactly is wrong with quests and dialogue? Sorry to just but into the conversation.

Is it now impossible to even make quests as outlined by the Creation Kit wiki's tutorial on quests (http://www.creationkit.com/Bethesda_Tutorial_Planning_the_Quest) like go to A, get B, kill C? Is it impossible to make custom NPCs with their own homemade, recorded dialogue? What about creating NPCs based on other NPCs like all of those custom follower mods? Thanks for any explanations.
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Causon-Chambers
 
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Post » Mon Dec 10, 2012 5:06 pm

It's not THAt bad/ Here's a good example of it. I make my own companion based off of the stock companions that come with the game. So i copy one over and want to give her a quest. To trigger the quest I put an extra condition on the stock follower quest so when I tell her to follow me, her custom quest begins. The start of her quest is based on the dialog that is said, "Follow me". This will not work and is really the bug. You can't begin a custom quest via dialog. What i did to work around it is give the player a note. the player reads it and then goes and finds her, once found the custom quest begins.

I'm beginning to wonder if it's intentional.
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Curveballs On Phoenix
 
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Post » Mon Dec 10, 2012 1:19 am

So let's say I wanted to do something like Nchuand-Zel's exploration quest. It begins with finding a dead body and examining it. That would work, I imagine? It's just if I wanted this quest to start via dialogue, it wouldn't?
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Veronica Flores
 
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Post » Mon Dec 10, 2012 3:24 pm

So let's say I wanted to do something like Nchuand-Zel's exploration quest. It begins with finding a dead body and examining it. That would work, I imagine? It's just if I wanted this quest to start via dialogue, it wouldn't?

Yes, that would work I believe. Yes, that is the bug as i have experienced it.
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Stu Clarke
 
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Post » Mon Dec 10, 2012 3:59 am

Sorry to disagree, but you can start a custom quest via dialogue, I do it all the time. The problem is with dialogue in Start Game Enabled quests, which simply doesn't happen. You don't get the dialogue options, and forcegreet packages and scenes don't work. The easiest workaround is making the quest not start enabled, but starting the game, saving it, and reloading that save also fixes the problem.

There are reports of some cases where this doesn't work, but what makes them different is not known.
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Maria Leon
 
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Post » Mon Dec 10, 2012 10:26 am

My quest was not start game enabled and the bug caught me too. Just saying....
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Josh Sabatini
 
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Post » Mon Dec 10, 2012 1:52 am

Any news? Has a new CK been released?
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J.P loves
 
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Post » Mon Dec 10, 2012 4:02 am

No new CK release yet. But I have a feeling we may get some news on this issue soon...
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Hope Greenhaw
 
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Post » Mon Dec 10, 2012 2:07 am

We can only hope......
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Neko Jenny
 
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Post » Mon Dec 10, 2012 2:21 pm

iv'e been gone for awhile. did they fix it?
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ONLY ME!!!!
 
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Post » Mon Dec 10, 2012 2:40 am

The only thing one needs to do to circumvent this bug is to display a message box saying "save and reload in order to enable MyMod". It's dirty but it's not much of a big deal for the end-user. Its is certainly boring for the modder, though, I am tired to have to start the game by manually selecting the the N-1 save then immediately hit F5 - F9 (N-1 is the clean save - without mod - while N is the quicksave that follows - with mod). It piles up with the "no, you must first close that window before you can save your mod in CK", the "damn, CK crashed again", and all the other boring things that usually come with large internal software chains.
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Mistress trades Melissa
 
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