DialogueQuest Bug - Thread #3

Post » Mon Dec 10, 2012 9:04 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.
Oh my god, I didn't know this. Is there a way to force re-compile all of my scripts? I can do it for quests, but what about triggers and whatnot?

I think updating and recompiling the 100 or so pre 1.6 scripts I have will help with some issues I'm having!

EDIT: Looks like I can dig through my scripts in the 'Papyrus Script Manager' and recompile all of the relevant ones manually.

Double EDIT: It took me 2 hours but I've recompiled every single script (213 of 'em) for my mod! It even helped me clean up some random scripts that were no longer used. So, yay. Thank you Arthmoor for bringing this up!
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Ebou Suso
 
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Post » Mon Dec 10, 2012 3:52 pm

I could swear this information was common knowledge but I guess not :P I know I remember seeing it prominently posted very soon after 1.6.89 went live and I promptly updated all my scripts when it did.

A bulk recompile option would be a godsend, but that's probably not possible outside of quests.

Don't forget to refinalize old navmeshes too :)
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Kayleigh Williams
 
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Post » Mon Dec 10, 2012 8:10 am

Don't forget to refinalize old navmeshes too :smile:
asdklahsdfkljadhscv

Well, I guess I'm off to refinalize like 200 navmeshes. Woot! :D
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lydia nekongo
 
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Post » Mon Dec 10, 2012 4:01 am

A bulk recompile option would be a godsend, but that's probably not possible outside of quests.

go to the top of the tool bar on creation kit. Click gameplay then on drop down click compile papyrus scripts. check all and hit compile
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Ron
 
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Post » Mon Dec 10, 2012 5:01 pm

go to the top of the tool bar on creation kit. Click gameplay then on drop down click compile papyrus scripts. check all and hit compile
My CK crashes when I click Compile Papyrus Scripts.

Also, wouldn't this also recompile Skyrim's scripts? Or does it know not to do that, and only to do the active plugins scripts? If that's how it works, then that's AWESOME, except that it crashes for me for some reason...
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Joanne Crump
 
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Post » Mon Dec 10, 2012 3:47 pm

Yeah I'm using the latest (non beta) version of Skyrim and the CK. It hard crashes for me right when I click on Compile Papyrus Scripts... It does it no matter what. If I have my mod loaded, if I have nothing loaded. This would be an ungodly useful tool for me. :/

I'm going to try loading Skyrim.esm only, and loading other esps or something. See if I can make it not freeze...

EDIT: Yeah no matter what, nothing loaded, my mod, a random esp, a new esp, only Skyrim. It always crashes. :/
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Assumptah George
 
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Post » Mon Dec 10, 2012 2:13 pm

Well a recompile did not cause my once working script to work again. Let me know if you get it to work. Like i said. 1.7 sky and 1.6 creation kit and no lock ups for me on the bulk compile.

AV,

PM sent for the files i used
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x a million...
 
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Post » Mon Dec 10, 2012 1:35 pm

asdklahsdfkljadhscv

Well, I guess I'm off to refinalize like 200 navmeshes. Woot! :biggrin:
I don't evny you that task, but your mod and your NPCs will thank you for it in the end.
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kevin ball
 
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Post » Mon Dec 10, 2012 10:09 am

I don't evny you that task, but your mod and your NPCs will thank you for it in the end.
Is there a quick way to know when a navmesh was finalized? That's how I did my scripts I looked at what was compiled before June, and recompiled it in the script list (The Papyrus Manager). I ended up doing all of my scripts in the end, but it definitly gave me direction.

I take it I'm screwed and should just do everything?
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Roddy
 
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Post » Mon Dec 10, 2012 4:24 pm

Woot. I reinstalled the CK because the stupid verify download got stuck and broke, and now the compile thing works for me.

Now I can stop derailing this thread, and it may return to it's true purpose. Sorry! :P
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stevie critchley
 
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Post » Mon Dec 10, 2012 9:55 am

After jumping in and out of the trigger tons of times the trigger finally fired.

This leads me to believe that as said before a lot of issues are due to lag.

The game is not loading scripts and dialogue fast enough.

This is also why my scene is probably broke and the cause of this "Dialogue bug"

This is why a save and reload fixes dialogue some times.
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Celestine Stardust
 
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Post » Mon Dec 10, 2012 1:22 pm

Other than the one script not firing for a few people (Which I seriously think is because the script was compiled in March), I did have ONE trigger that isn't working well, but I think that's because of the dialogue bug as it directly triggers quest things.

I don't think the game would run just fine for Skyrim, then BAM your mod makes it bogged down. Unless your scripts are HORRRRRIBLY un-optimized or something? As I've said numerous times, make a seperate thread and post your script. Someone may be able to solve your problem.
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biiibi
 
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Post » Mon Dec 10, 2012 3:34 pm

I have sent my script to someone to look at. It does not make sense that the script would fire the first time flawless then all of the sudden not work. It takes multiple trigger enters for the script to fire.

as this script deals with states it may not be sending over to the next state fast enough.

As for your dialogue problem, usually a save via the pause menu and reload, then trigger enter will fix things. I also have an issue where one scene will not play dialogue upon trigger enter.

I will see what I can figure out and post tomorrow. Goodnight
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Monika Krzyzak
 
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Post » Mon Dec 10, 2012 6:18 am

how u do to mass recompile all scripts?
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Charles Weber
 
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Post » Mon Dec 10, 2012 8:36 am

how u do to mass recompile all scripts?




go to the top of the tool bar on creation kit. Click gameplay then on drop down click compile papyrus scripts. check all and hit compile
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Alkira rose Nankivell
 
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Post » Mon Dec 10, 2012 12:42 pm

how u do to mass recompile all scripts?
U read the topics before urs. :-/
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Del Arte
 
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Post » Mon Dec 10, 2012 12:53 pm

I could swear this information was common knowledge but I guess not :tongue: I know I remember seeing it prominently posted very soon after 1.6.89 went live and I promptly updated all my scripts when it did.

A bulk recompile option would be a godsend, but that's probably not possible outside of quests.

Don't forget to refinalize old navmeshes too :smile:

Nope, definitely wasn't common knowledge (or at least I missed it anyway :P).
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Stephy Beck
 
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Post » Mon Dec 10, 2012 7:28 am

So, wait, I don't get it. Is what was just discussed (as in the whole scripts, triggers, people refusing to update, etc.) Thing some kind of fix? Or am I getting my hopes a bit too high?
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Quick Draw
 
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Post » Mon Dec 10, 2012 2:18 am

So, wait, I don't get it. Is what was just discussed (as in the whole scripts, triggers, people refusing to update, etc.) Thing some kind of fix? Or am I getting my hopes a bit too high?

Your getting your hopes up. I have recompiled all my scripts and it made no changes. The dialogue bug is due to the game not loading the files right.


Usually a save via the pause menu and reload will fix your dialogue issues. I only have one issue where a scenes dialogue will not play regardless of how many loads.
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!beef
 
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Post » Mon Dec 10, 2012 7:37 am

So, wait, I don't get it. Is what was just discussed (as in the whole scripts, triggers, people refusing to update, etc.) Thing some kind of fix? Or am I getting my hopes a bit too high?

Yea it was just a little off topic discussion about pre 1.6 scripts not working in post 1.6 games.
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JERMAINE VIDAURRI
 
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Post » Mon Dec 10, 2012 1:53 pm

Okay, first of all, let me be sure this thread is where I need to be.... Here's my problem.

I have Skyrim set to always auto-update. I have the CK set to always auto-update. --- Will this ensure that any re-releases or fixes or patches are happening?

Second, I'm not sure if my quest issue is the same as what's meant to be discussed here.

I have a very short quest where the player meets an old lady, asks her for work, and is offered a little house in exchange for bringing seven items to the old lady.
The old lady is supposed to "give" the player a list of riddles (which the player has to figure out, in order to know what items or ingredients to collect.)
The player is then supposed to go pick flowers, kill monssers, and so on, to get the things on the list.
The player goes back to the old lady, tells her "I have the stuff you wanted", and the old lady says "Sweet, here's yer key. Lemme mark your map." (paraphrased obviously)
The old lady is supposed to mark the map, and "give" the player the key to the little house.

Now, here is what's going wrong:
1.) The player has to walk halfway across Whiterun before "Started" message happens.
2.) Even at that, the RiddleList doesn't appear in the player's inventory. Zoning (even several zones away like back to Riverwood) does not make the list show up.
3.) The displayed OBJECTIVES pop up, but the quest doesn't advance.
4.) Console-ing sqs MyQuest shows all the correct stages, and even shows completed stages, but dialogue doesn't advance AND the quest won't advance.
5.) The quest absolutely does not advance, no matter how long you stand in front of the old lady, no matter if you go inside somewhere, no matter if you console player.additem Crap-she-wanted 1
6.) Console-ing through the stages advances them but -- the player never gets the list, never gets the map marker, never gets the key to open the little house.

I originally set this up to run through dialogue only, and it did run, ONE time, but only if you advanced it through the console; the quest wouldn't advance on its own.

Later I set it up to run from the "Quest Stages" and "Quest Objectives" tabs. It fails. I undid that and went back to Dialogue only. It fails.

Additionally, the NPC's dialogue doesn't advance. You have to hit Enter after she says each line, before she'll say the NEXT line.

Every one of these scripts compiles properly, not just in external editors (Notepad ++) but within the CK itself. The also compile correctly on a Batch check (as outlined by someone above me... I thought everyone always did that anyway, was surprised some folks didn't).

I went to the external cell where the little house is, and used Console "unlock" to open the door to the place; it works and everything both in the exterior cell and the interior cell of the little house itself, work as they should, including recipes, the cooking pot, books including a book I made, shelves, weapons racks, storage containers, and so on.

In other words, everything works but the quest ITSELF.

Now -- is this the bug that is being discussed here, or have I done something dumb or left out something obvious, or -- ?

If this *is* the bug being discussed here, and the workaround is to have the user goof with saves -- how on earth is anyone ever going to *want* to use a mod with a quest, if they have to go through all that "save, do this, save" stuff?

Thanks!
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john palmer
 
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Post » Mon Dec 10, 2012 6:54 am

Make sure you have recordings for all your dialogue, If you don't lag will be caused and you have to wait a bit before the stage will advance. Turn subtitles on to see if it is running.. When the subtitles disappear then the stage will advance. This can take a bit of time if you do not have recordings for the npcs...Anyways..

Load a skyrim save before you started the mod... Save via the pause menu, then reload via the pause menu. Then start your quest. It will work.

use this method and keep quest building. Hopefully a patch will fix this lag in due time.

Usually one save and reload before you start the quest will cause all dialogue to work.

Well most of it.
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Meghan Terry
 
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Post » Mon Dec 10, 2012 11:48 am

If a scene is not running, then the dialogue bug is most likely preventing its parent quest from starting properly. Also make sure you have all voice files recorded and in place for the scene. Scenes more or less dont work at all without them.

Saving and reloading only works for some people, and is not always a solution you can count on.

use this method and keep quest building. Hopefully a patch will fix this lag in due time.
I still don't see this lag you speak of in terms of scripting... I'm telling you, plenty of mods out there (Frostfall pops into mind?) have very very complex scripts running constantly and they get off with no problem. I have a script that handles a ferry service and its almost 100 lines (Still a rather small script). It runs flawless every single time. So why would your 15 line trigger script cause 'lag' and get messed up?

I see you have still not made a thread about your script issues. Go do so, instead of sitting here and saying things that you have no proof of when you refuse to get help. A patch will not fix the lag if there is no lag to be fixed. Now, I'm not saying that there isn't any lag, I'm just saying because you alone are having issues doesn't immediately make it a game engine problem. Start a thread, where other scripters can help you with your problem, or at least corroborate that it is indeed scripting lag. Don't report assumptions, that doesn't get us anywhere but misinformation town.
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Bethany Watkin
 
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Post » Mon Dec 10, 2012 8:16 am

I was referring to the save, load, dialogue issue being fixed not scripts. I have told you I sent my script on to someone to look at... Read my post above (clearly) then assume things.
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QuinDINGDONGcey
 
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Post » Mon Dec 10, 2012 4:52 pm

Regardless I assure you that the dialogue problems are not caused by lag. There's no reason that the 300(?) vanilla quests could all run no problem, then BAM your quest is laggy and wont work. It's caused by other engine related issues. And no scenes work without dialogue. Not even Vanilla ones. It has nothing to do with lag, they simply aren't designed to function without audio. Move the Voices.BSA and most of the game stops working altogether.

I still suggest simply making a thread about your script... Sending it to someone is good, but if you post it publically then you're likely to get input faster, and from a greater variety. You never know what someone is going to suggest that could save you time or effort. :)
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Gwen
 
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