DialogueQuest Bug - Thread #3

Post » Mon Dec 10, 2012 3:20 am

Previous post - http://www.gamesas.com/topic/1403919-dialogue-no-longer-works-thread-2-quest-bug-dialogue-scenes-etc/

Update 27/8/12 - Courtesy of Black RL, here is a video showing the dialogue portion of the problem - http://www.youtube.com/watch?v=m2_T9NlIwIo

http://www.gamesas.com/topic/1399783-dialogue-no-longer-works/


There is a bug with the current version of Skyrim, in which a mod's custom Dialogue in quests, Scenes, Story Manager Events, and SayOnce dialogue, are not working as they should. Workarounds have varied results, and testing has been done by many people. The conclusion so far is that the game itself does not initialise the Quest properties (dialogue etc) properly until a save is loaded with the mod in question active and enabled. The save file does not need to know the mod. The game just needs to load a save file twice for these properties to work. Even then, people are reporting things aren't working still.

The following were my test results, when it was thought to just be a dialogue issue:

==============================================

From my post further down the thread:


Ok so after further testing I have found the following for dialogue only "quests":

(My dialogue only quests are a single 1 line topic/response branch with a condition S - GetInFaction - HunterFaction == 1, and a single line with S - GetIsID - Elrindir == 1)

COC from main menu

No dialogue shows at all for hunters or Elrindir. No amount of waiting or fast travelling seems to solve this. SQV MyQuest shows the quest as running fine.


Load a save that has never seen the mod

No dialogue shows at all for hunters or Elrindir. No amount of waiting or fast travelling seems to solve this. SQV MyQuest shows the quest as running fine.


Load a save that has been saved with your mod loaded (I loaded an old save, and instantly saved it to make this new save)

All dialogue works perfectly!


(For testing) Load a clean save as above, then go to hunter (no dialogue shows). Save game right there, then load that save from the ESC menu.

All dialogue works perfectly fine!


Basically, your dialogue only shows if you load the game with your mod enabled, save it, then reload that save. So this is completely reproducible. I added the COC test results as I know some modders use that. I myself use it to test level design etc.

Something has definitely gone wrong with the latest patch, because any save loaded with a new ESP (my own for example) would instantly work fine with new dialogue quests. Now though, you need to save, then reload that save...


EDIT

Obviously this can cause problems because if you save with a mod loaded, that has an active quest with scripts, then those scripts will be saved into that save. Meaning any edits you make to it in the CK won't change for that save.

EDIT 2

A couple of people have reported this doesn't fix the issue, but more have said it does. Best to try it for yourselves. Until we get a fix from Beth :smile:


==============================================



It was initially thought to be a dialogue issue, but upon further testing there are deeper issues here affecting the entire Quest structure. At best it's all quess work as to the actual problem/cause, until we get official word on this. PM's have been sent to the Bethesda folk we have contact with. Fingers crossed this problem can be resolved soon.

Things to note from Sollar's testing:


Thanks B1gBadDaddy, I'd like to summarize the following:

* Both ESM's and ESP's are affected the same
* Modified vanilla Quests are NOT affected

Now that we have more information, a bigger picture of the problem has emerged:
1. All aspects of Quests appear to be affected, including:
a. Dialogs
b. Scenes
c. ForceGreet
d. Say Once flags
e. Aliases
f. Quest Variables & Quest Stages (see note below)
Note: Need more testing to confirm if Quest Variables and Quest Stage/Completion values not reporting correctly

2. It’s not an issue in the Save Game File, but in Skyrim itself (as shown by the new reload work-around)

Two known work-arounds:
1. Reload (current "save" not required)
a. Activate your mod
b. Load any save with the mod active
c. Load the "clean save" file (in this case, "clean save" = save file that has NEVER seen the mod, ever.)

2. Start the Quest AFTER the game is loaded (in other words, don't use the "Start Game Enabled" option)


Edit: Will update this post to reflect new information from testing/user experience
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Tinkerbells
 
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Post » Mon Dec 10, 2012 5:15 am

Has anyone recently attempted to contact Gstaff or heard from him? I have high hopes that this will be fixed in 1.8 when Hearthfire comes out on PC. But those hopes are more out of fear than what I realistically expect...
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Jonathan Braz
 
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Post » Mon Dec 10, 2012 11:55 am

I haven't mate, not since we both tried a while ago. Not sure about anyone else.
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Jerry Jr. Ortiz
 
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Post » Mon Dec 10, 2012 2:31 pm

I haven't heard anything either, but that doesn't necessarily indicate they aren't aware and acting on it. I wish the developers were more active though, it's easier to get things like this resolved without having to go through GStaff.
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sw1ss
 
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Post » Mon Dec 10, 2012 4:23 am

I contacted GStaff recently but he hasn't replied yet. Let's just hope for the new update. :)
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Sheila Reyes
 
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Post » Mon Dec 10, 2012 7:15 am

I haven't heard anything either, but that doesn't necessarily indicate they aren't aware and acting on it. I wish the developers were more active though, it's easier to get things like this resolved without having to go through GStaff.
Yeah. The dev's did acknowledge it forever ago like a week after it broke. But after that nobody but Gstaff has said anything.

I sent him one or two messages on the matter and he assured me that he passed the info on. So either they already fixed it, they're working on it, he lied and didn't say anything (I really doubt that one), or the dev's simply aren't going to fix it.

Regardless I do agree that even the slightest communication from them on this would be awesome. Hopefully if I get hired there I can change that. Even a dev showing up for 3 seconds and saying 'Hey guys, we know about it and are working on a fix.' would be awesome. But they're completely silent, which I find rather silly...
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quinnnn
 
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Post » Mon Dec 10, 2012 7:03 am

If he said he's passed it on, rest assured he's done just that. It could well be that the nature of this bug has them as stymied as it does us. Especially since Dawnguard is not affected by it. This is one of those situations where they really do need to take up a few user made mods for testing purposes.
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Solina971
 
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Post » Mon Dec 10, 2012 4:00 am

I know I've seen SmkViper posting in this forum while this thread (well, its previous topics) was plainly visible on the first page...I imagine it's just a case where 1) they have a lot of stuff on their plate and 2) they don't want to say anything that could be misconstrued or turn out to be incorrect.
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Dawn Farrell
 
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Post » Mon Dec 10, 2012 8:32 am

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.

I do wish that the dev's would get in direct contact for just a little bit with us. It would be so helpful, at we could at least learn if they've fixed it, or if they're totally boggled by it, or what.

2) they don't want to say anything that could be misconstrued or turn out to be incorrect.
This is something I've considered, but it's easy to avoid so long as they're clear and honest. "We're working on it, but we aren't sure what's going on. We don't know when a fix will be made, or if one will even happen." Bam, we get a lot of info without them making any promises or anything...
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Harry-James Payne
 
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Post » Mon Dec 10, 2012 3:48 pm

I don't remember Shivering Isles doing this to Oblivion, though I can't remember when I stopped modding Oblivion so I may not have been aware of it. I do remember that Shivering Isles had some game breaking issue after a long amount of total play time (which was fixed I believe.
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Tasha Clifford
 
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Post » Mon Dec 10, 2012 4:30 pm

It IS quite possible that what we see as a BUG they see as a necessary FEATURE.

You'd hope this was not the case ... but the fact that Start-Game-Enabled appears to be the kicker and that we do have an "easy" workaround - use a trigger-box or a wrapper-quest - and that fact that Beth has been silent on it (for the vast majority of the time) ... makes me wonder whether something in DG (or something in vanilla effected by DG) required Beth to nerf how Quests are started?

As in, starting quests at Game-Start is a bad idea ... and we do sort of know that it is, because of the nightmare that is MQ101 and the fact that Beth had to start a few quests after (some of) MQ101 had completed.

I'm not saying I know ... I am saying we should possibly prepare ourselves (it's been 2 months since we found it)
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Thema
 
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Post » Mon Dec 10, 2012 1:19 pm

I believe Shivering Isles produced a similar bug in Oblivion, yes. Our team was practically forced to use an early Oblivion version to make it work at all. Let's just hope that this is not the case here.
And I agree with everyone else saying that a little information from the Devs would be really helpful. I'm working in a quite big (Not as big as Bethesda, of course) video game company aswell, and we are not permitted to post in the forums without permission. It is just a policy, and I think it is for the reason DreamKing already mentioned.
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JD bernal
 
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Post » Mon Dec 10, 2012 12:00 pm

Shivering Isles had no ill effects on my companion and her quest the way it does here with Skyrim and start game enabled, whether on or off makes no difference, the bug still occurs.
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Sun of Sammy
 
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Post » Mon Dec 10, 2012 10:47 am

I have 2 questions:

Modified vanilla Quests are NOT affected? This means if I alter one of the in game quests, copy and change the dialog it should work?
Dawnguard is not affected by it? This means if I purchase Dawnguard, I can fiddle with quests and they work?

Thanks for any and all help.
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Colton Idonthavealastna
 
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Post » Mon Dec 10, 2012 1:08 am

Modified vanilla Quests are NOT affected? This means if I alter one of the in game quests, copy and change the dialog it should work?
If it runs without editing it (New Game / Save Game) then yes, should.

But, if the quest in ... question ... is Start Game Enabled, I would not alter it (just in case).

Dawnguard is not affected by it? This means if I purchase Dawnguard, I can fiddle with quests and they work?
Don't have DG, so don't know, sorry :(
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Penny Flame
 
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Post » Mon Dec 10, 2012 9:49 am

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.

I believe the dialogue issue with Oblivion's Shivering Isles expansion was that the Construction Set update that came with it http://cs.elderscrolls.com/index.php/The_Elder_Scrolls_Construction_Set. They never fixed that. That said, Bethesda have done a lot more already with patching Skyrim than they ever did for Oblivion, so as a precedent I don't think it tells us anything we didn't know already.
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kyle pinchen
 
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Post » Mon Dec 10, 2012 2:33 am

Happy to report that my nice little courier quest worked. It activated my companions quest and the dialog appeared as it should. Still need to test more but I have a question and wanted to post here instead of posting a new topic.

The end stage of my courier quest I want to complete when the player enters Jorrvaskr in Whiterun. Basically the psuedo code is:

If the player enters Jorrvasskr
set the stage of the courier quest to 30 (which is checked as complete quest)
endif

Any help appreciated.
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Laura Shipley
 
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Post » Mon Dec 10, 2012 2:18 am

Happy to report that my nice little courier quest worked. It activated my companions quest and the dialog appeared as it should. Still need to test more but I have a question and wanted to post here instead of posting a new topic.

The end stage of my courier quest I want to complete when the player enters Jorrvaskr in Whiterun. Basically the psuedo code is:

If the player enters Jorrvasskr
set the stage of the courier quest to 30 (which is checked as complete quest)
endif

Any help appreciated.
Place a trigger just inside the entrance to Jorrvaskr (Wherever you want them to stand when it completes) and use the vanilla DefaultSetStageTrigger. Simply open the properties window, go to script, edit properties, and set everything properly. Pick your quest, setstage to 30, prerequisite stage whatever stage it's at when they should enter the trigger.
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Neko Jenny
 
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Post » Mon Dec 10, 2012 12:39 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.
Nope. SI had no ill effects on the game's dialogue or ability to start quests. If it had, there would have been massive uproar.

I have 2 questions:

Modified vanilla Quests are NOT affected? This means if I alter one of the in game quests, copy and change the dialog it should work?
Dawnguard is not affected by it? This means if I purchase Dawnguard, I can fiddle with quests and they work?

Thanks for any and all help.
1. Modified vanilla quests ARE affected if you're adding new dialogue branches or topics to them. I ran into this while fixing a quest for the USKP that required adding a new branch to redirect some broken dialogue with. I had to scrap that and rearrange things in a much less elegant way, but it ended up working.

2. Dawnguard had no affect on the problem as it shipped, but I'd expect it will have the same problem with adding new dialogue branches to its quests.

Worth noting that in the case I ran into with the USKP, adding new dialogue responses to an existing topic doesn't break anything. It only seems to happen with adding new branches or new topics. It makes no difference if the quest is running or not.
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+++CAZZY
 
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Post » Mon Dec 10, 2012 2:56 pm

Nope. SI had no ill effects on the game's dialogue or ability to start quests. If it had, there would have been massive uproar.
Ah, I believe what I'm thinking of is indeed what DreamKing said then, how it broke LipGen stuff. I remember having to use the original version of the CS to make stuff for Fallout, I guess that's why!

So the fact that this didn't happen before, and didn't go unfixed for 6 years is good news for me.

I still have high (possibly feeble) hopes for 1.8...
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Chloe Mayo
 
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Post » Mon Dec 10, 2012 2:31 am

Well i did a full reload of the mod to try out the trigger I added and now the courier quest won't work. The note never gets added even though the courier gives it to me. It says Item(s) added. Should say the the title of the note and now it doesn't so you can't find it in inventory. I went exactly by the tutorial. The scripts on the note reference alias are all default scripts and I didn't change them and the property values are still there and valid. This inhales with much velocity.

After debugging it looks like the dialog sequence within WICourier broke. I don't understand how it could have happened, all I did is add a condition as it said in the tutorial and it worked the first time.

I suspect some quest variables are out of whack. Still trying to track this down. Not amused.
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Darrell Fawcett
 
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Post » Mon Dec 10, 2012 4:15 pm

Is the story manager affected by this bug? I am trying to start a quest using the crime gold event but no luck so far...
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Jenna Fields
 
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Post » Mon Dec 10, 2012 2:17 pm

Is the story manager affected by this bug? I am trying to start a quest using the crime gold event but no luck so far...

Some people have said so. But the kill actor event seems unaffected as I'm using it.
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tiffany Royal
 
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Post » Mon Dec 10, 2012 11:51 am

Change location events run too so if there's trouble in the SM, it isn't consistent, or restricted to a certain type, or perhaps that person didn't set their nodes or conditions up properly.
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Jade
 
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Post » Mon Dec 10, 2012 2:53 pm

Is the story manager affected by this bug? I am trying to start a quest using the crime gold event but no luck so far...

AFAIK, Beth might have changed the SM a bit (fixed a bug for example). Previously working quests did not work anymore and I had to retest/redo the quest and the SM trigger until it worked again.
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daniel royle
 
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