DialogueQuest Bug - Thread #3

Post » Mon Dec 10, 2012 2:38 pm

That worked once for me and only once.
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Jynx Anthropic
 
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Post » Mon Dec 10, 2012 2:01 am

I am going to assume there is no viable fix yet.
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Alexandra walker
 
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Post » Mon Dec 10, 2012 1:41 pm

Before anyone (else) gets too excited, it does not seem like http://www.gamesas.com/topic/1417061-18-beta-update/ fixes the dialogue bug--that is, I just downloaded the patch, loaded an old save that my mod was new to, and still needed to save/reload before my mod's dialogue would appear. Sigh. Need to do some further testing, of course--like with a clean save made with the 1.8 beta .exe file. (Edit: nope, that didn't work, either. Nuts.)
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Rebecca Dosch
 
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Post » Mon Dec 10, 2012 1:12 pm

Like I said before, I'm starting to wonder if it's intentional to discourage people from piggybacking on stock quests.
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Klaire
 
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Post » Mon Dec 10, 2012 11:42 am

Doubtful, if that was the case then it wouldn't have affected quests that have nothing to do with stock dialogue.
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Daniel Lozano
 
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Post » Mon Dec 10, 2012 6:41 am

Like I said before, I'm starting to wonder if it's intentional to discourage people from piggybacking on stock quests.
Look at the patchnotes, it is obvious that the issues they fixed are far more severe and urgent than the one we're talking about. When resources are limited, you need to make choices.
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Anthony Santillan
 
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Post » Mon Dec 10, 2012 6:16 am

Like I said before, I'm starting to wonder if it's intentional to discourage people from piggybacking on stock quests.

Hope you are wrong and....

Look at the patchnotes, it is obvious that the issues they fixed are far more severe and urgent than the one we're talking about. When resources are limited, you need to make choices.

Hope you are right.
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cheryl wright
 
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Post » Mon Dec 10, 2012 7:11 am

Btw, it's Skyrim update and not CK update, "we might get lucky", maybe the error is generated in our .esp, let's wait and see! :)
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Klaire
 
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Post » Mon Dec 10, 2012 7:04 am

any news on if the 1.8 fixes ctds on localized versions and the dialogue bug?
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DarkGypsy
 
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Post » Mon Dec 10, 2012 7:41 am

Doesn't appear so at this point.
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Bedford White
 
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Post » Mon Dec 10, 2012 11:40 am

Nope :( A little disappointed to be honest to.
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Alexander Horton
 
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Post » Mon Dec 10, 2012 3:45 pm

I am wondering if there is anyone at bethesda that actually does care anything about modders ...
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Johanna Van Drunick
 
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Post » Mon Dec 10, 2012 6:33 am

Oh, I think there is...
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Assumptah George
 
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Post » Mon Dec 10, 2012 11:00 am

Do you ? proves? I do not think so , because I see no posts no rinformation sharing , no roadmaps for problem fixing , no communications at all between modders and developers ... now I do not mean that they should have someone constantly listening to all the nonsense and rants of us modders , but at least someone that posts their aknowledgement of issues and a roadmap for the fixing of them . or some help in tools for development .
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Rowena
 
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Post » Mon Dec 10, 2012 7:52 am

I am wondering if there is anyone at bethesda that actually does care anything about modders ...

In fairness, Bethesda have much bigger problems (PS3 issues as well as numerous other bugs on all platforms, new DLC).

They fixed a decent amount of bugs in the Creation Kit already (navmesh, large statics not visible in the editor, etc..) as well as free updates adding mounted combat.

But I think we should understand that its more important to Bethesda that they fix the PS3 version and meet their deadlines for the release of DLC's.
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Project
 
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Post » Mon Dec 10, 2012 3:11 am

In fairness, Bethesda have much bigger problems (PS3 issues as well as numerous other bugs on all platforms, new DLC).

They fixed a decent amount of bugs in the Creation Kit already (navmesh, large statics not visible in the editor, etc..) as well as free updates adding mounted combat.

But I think we should understand that its more important to Bethesda that they fix the PS3 version and meet their deadlines for the release of DLC's.

Undoubtely but on over 100 Employes , how much woudl it take to one of them to do some random posts about the issues ? Also they did not notify anything about the bug fixing and it was always to modders to test and see if the navmesh was fixed etc ...
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Charleigh Anderson
 
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Post » Mon Dec 10, 2012 9:16 am

You'll just have to take it on trust that there are people at Bethesda who still care about modders. The nature of the company is not one for making public statements of the kind you want them to make.
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Jessica Nash
 
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Post » Mon Dec 10, 2012 1:43 pm

Do you ? proves? I do not think so , because I see no posts no rinformation sharing , no roadmaps for problem fixing , no communications at all between modders and developers ...
* They wrote a good and exhaustive documentation material, something that is worth many tens of thousands of bucks of effort, and not required for internal purposes (at least not in this extent).
* SmkViper and others often answered on this forum. But they tend to focus on issues that require in-depth knowledge and only they can answer. When I investigated threading issues because the wiki was innacurate and ambiguous, I got a great and detailled answer from SmkViper that gave me every detail we needed and more.

Undoubtely but on over 100 Employes , how much woudl it take to one of them to do some random posts about the issues ?
At least three people: the one in charge of the community (because no one is allowed to do "random posts" in a company), a developer who understand and can explain the issue, and the project leader who sets up the planning. The community manager must report the problem and suggest feedback, and it has to be discussed between the project lead and the devs. So let's say 10 minutes of efforts for the community manager and 5 to 10 minutes in a meeting with ten to twenty people. Cost: 1k$ to 3k$ ?

Sure, sometimes it is easier. But maybe the community manager looked at the bugs tracker and see that it was "not yet investigated", hence decided to post nothing. Or maybe he wrote an e-mail saying "what about the bug Xyz, the community is getting impatient" and since John was in a bad day he just answered "dunno, have to discuss it".

Welcome in a large human structure. Did you enjoy reading Kafka?
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sarah simon-rogaume
 
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Post » Mon Dec 10, 2012 4:40 am

Hey everyone. I have been creating a mod for skyrim for about 5 or 6 months now. It is huge. For a while now I have been having to load an old save, Save, Then reload, for scenes and Dialogue to run. After some work two days ago this method of causing the game to work, no longer works.

No matter how many times I save, and reload, my Dialogue will not run on a few scenes, causing the scene to never start. This scene worked 4 or 5 days ago.

Just a warning to people creating mods.... Your mod works so far with no problems thats wonderful. The farther you go the worse things get.

I am so far into my mod that this bug is now causing scripts upon trigger enters to not run properly. This is not only a dialogue issue.

We really need a fix.
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Jarrett Willis
 
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Post » Mon Dec 10, 2012 4:02 pm

I am so far into my mod that this bug is now causing scripts upon trigger enters to not run properly. This is not only a dialogue issue.
Woah, woah, woah. It shouldn't affect scripts on triggers at all. ALL of my triggers still work flawlessly without fail, and I have like, damn near a hundred of them.

It is a dialogue/quest issue as far as we know, and it shouldn't affect the scripts. Are you sure that your scripts aren't just messed up or something? Unless the scripts are triggering dialogue or scenes, they should work.
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Mark Churchman
 
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Post » Mon Dec 10, 2012 1:52 pm

Woah, woah, woah. It shouldn't affect scripts on triggers at all. ALL of my triggers still work flawlessly without fail, and I have like, damn near a hundred of them.

It is a dialogue/quest issue as far as we know, and it shouldn't affect the scripts. Are you sure that your scripts aren't just messed up or something? Unless the scripts are triggering dialogue or scenes, they should work.

I have a huge script that I have made for an arena. There are tons of states applied to one trigger. It all worked fine until I started adding other fights. Now it will not even advance to state 2 as it did fine before. This script worked fine as well as my scene now they wont run at all. They were not altered in anyway. As the mod gets larger less and less will work in it. I have a feeling its due to lag. The last few updates for skyrim have focused on...

General memory and stability improvements

Perhaps the game is having trouble loading everything we create.

Like I said before I would save and reload creating a load cycle and this would cause things to work.. The mod is larger now and Regardless of how many times I create a load cycle by saving and loading, this no longer works.
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Josh Lozier
 
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Post » Mon Dec 10, 2012 2:33 pm

Not sure if it’s related to the main dialogue + quest bug, but it’s happening to me too. During beta testing, no one on the team reported they were having issues with quest advancements. It wasn’t until release that many users began experiencing problems with stage triggers failing to fire, scripts attached to topics not executing properly, scenes not ending, and topics marked with “Say Once” being reset after reloading a save.

Received several saves from users so I could check. The properties attached on TIFs, even though they have been filled in the CK, were all set to 0 or None. Likely that the stage triggers are experiencing the same problem.

There are many that were able to go through the mod without a bug, but there are also many that are having these issues. Could be related to a save's history and how many mods the user has gone through by that point.
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Rudy Paint fingers
 
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Post » Mon Dec 10, 2012 2:00 am

You said it Enter....

Triggers failing to fire is exactly what I have come across also.

A simple disable player controls line of code will not even work.

Has anyone tried a complete reinstall and new game of skyrim regarding these bugs?

It just seems to me that the game is having trouble locating and finding paths and or finding and loading scripts.

The more you add the harder it is for the game to find what its looking for.

Has anyone played with the skyrim ini settings??


http://www.creationkit.com/INI_Settings_%28Papyrus%29

[Papyrus]
fPostLoadUpdateTimeMS=500.0
bEnableLogging=0
bEnableTrace=0
bLoadDebugInformation=0

[Archive]
sResourceArchiveList=Skyrim - Misc.bsa, Skyrim - Shaders.bsa, Skyrim - Textures.bsa, Skyrim - Interface.bsa, Skyrim - Animations.bsa, Skyrim - Meshes.bsa, Skyrim - Sounds.bsa,
sResourceArchiveList2=Skyrim - Voices.bsa, Skyrim - Voicesixtra.bsa,
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Shannon Lockwood
 
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Post » Mon Dec 10, 2012 7:33 am

Has anyone tried a complete reinstall and new game of skyrim regarding these bugs?

It just seems to me that the game is having trouble locating and finding paths and or finding and loading scripts.

The more you add the harder it is for the game to find what its looking for.
I do have one little script that fails to fire for a few of my testers, but I don't think it's related. Then again, it does seem random. But it's only one trigger. My mod is 13mb's of quests, triggers, scripts, dialogues, and scenes. (Well and land, etc) and there is only one little spot that randomly seems to fail for a few people. I'm hardly having any catastrophic failures...

Plus, Skyrim and it's DLC's work just fine, so unless our mods are experiencing this and they aren't for some reason, I doubt it. I guess it certainly is a possibility.
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ezra
 
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Post » Mon Dec 10, 2012 1:07 am

You should also view such reports from the public with skepticism. There were changes to script compiling in Patch 1.6 and there's still a boatload of people who refuse to update, and as time goes on, one has to wonder exactly WHY they won't update. Regardless, anything generated prior to patch 1.6.89 is likely to have problems with versions from 1.6.89 onward due to not only scripts, but navmesh data changes as well.
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Sammie LM
 
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