NPC Names Appearing As LOOKUP FAILED! In Subtitles

Post » Mon Jun 11, 2012 6:40 pm

A lot of NPC names are coming up as "LOOKUP FAILED!" in subtitles (that is, their full name that appears under the Talk message when you target them is still there, but where it would say "Speaking NPC: The line they say," their name comes up as LOOKUP FAILED!).

http://cloud.steampowered.com/ugc/577832503158418554/136BAEEBAEB8EC67BEA66E22493479406223D3BB/

Does anyone know what might be causing this?
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Robert Jackson
 
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Post » Mon Jun 11, 2012 4:20 pm

It's caused by a plugin that has text data built into a plugin, and no strings files. In other words, a non-localized plugin. You should be able to use a program like the String Localizer to create the strings (I think, it's been a while).
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Matthew Barrows
 
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Post » Mon Jun 11, 2012 9:15 am

Do you know of any way to figure out which mod is causing it?
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BlackaneseB
 
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Post » Mon Jun 11, 2012 3:06 pm

Oic.. Not really, no. Try disabling mods without strings files, that's about all the advice I can give with that. :/
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flora
 
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Post » Mon Jun 11, 2012 9:49 pm

This just started happening for me today as well. I don't use dialogue subtitles, but it is appearing in my journal.

Could it be related to patch 1.6 conflicting with Better Quest Objectives?

As you mention string files, I just installed ASIS, NPCReperkussions and Deadly Combat.

EDIT: http://cloud-2.steampowered.com/ugc/560944004554649485/F816F0BBDBB59477120339723A74AFBD6B77199C/
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Justin Hankins
 
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Post » Mon Jun 11, 2012 11:32 pm

This just started happening for me today as well.

Could it be related to patch 1.6 conflicting with Better Quest Objectives?

As you mention string files, I just installed ASIS, NPCReperkussions and Deadly Combat.

EDIT: http://cloud-2.steampowered.com/ugc/560944004554649485/F816F0BBDBB59477120339723A74AFBD6B77199C/

I don't use Deadly Combat, but I do use ASIS and RePerkussion... RePerkussion ends up making edits to almost every NPC in the game, so that might be the culprit. I'll disable it and see if the problem goes away.
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Franko AlVarado
 
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Post » Mon Jun 11, 2012 8:01 pm

He may need to enable the strings in the build - I'm not sure if that's set by default in the starter project. :/
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Josh Trembly
 
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Post » Mon Jun 11, 2012 8:45 pm

Yep, confirmed that it is NPCPerks.esp or PerkPatch.esp.

@Pluto: I do have PerkPatch_English strings files, but the .strings is only 32KB... for a file editing so many NPCs, does that seem small?
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Jeneene Hunte
 
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Post » Mon Jun 11, 2012 6:52 pm

Seems kinda big, actually. ASIS's strings file is only 3KB. Can you check if the localized flag is set on it in tesvsnip?
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bimsy
 
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Post » Mon Jun 11, 2012 8:38 am

I've never used TESVSnip... how would I know if the localized flag is set?

[EDIT] Nevermind, I figured it out. It appears that it IS localized.
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Emily Rose
 
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Post » Mon Jun 11, 2012 8:12 pm

Weird, then. I'd have to see what's up myself.
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Roanne Bardsley
 
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Post » Mon Jun 11, 2012 7:39 am

What sort of conditions are required for this error to come up? I would think that aliases would be responsible for so many journal related malfunctions to come up.
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Samantha hulme
 
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Post » Mon Jun 11, 2012 11:58 am

What sort of conditions are required for this error to come up? I would think that aliases would be responsible for so many journal related malfunctions to come up.

I noticed a few of these appeared in my quest journal as soon as I loaded a previous save game with Reperkussion installed.

Not sure if this is relevant, but I had trouble with the ASIS patcher hanging a couple of times when it was importing NPCPerked.esp and I had to use ASIS.bat to run the patcher - I understand it allowed for the patcher to access more memory.
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adame
 
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Post » Mon Jun 11, 2012 1:01 pm

Should have been more clear. What's it editing that's causing this? Is it something of concern for writing dialogue? Something to watch out for when editing NPCs for any reason, like I do with Bring Out Your Dead?
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natalie mccormick
 
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Post » Mon Jun 11, 2012 11:07 am

Should have been more clear. What's it editing that's causing this? Is it something of concern for writing dialogue? Something to watch out for when editing NPCs for any reason, like I do with Bring Out Your Dead?

It assigns perks to NPCs in the game based on their skill levels, and I believe it modifies their A.I. to make them use the abilities.
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phil walsh
 
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Post » Mon Jun 11, 2012 9:43 am

It's only an issue to watch out for (generally) if you are creating a non-localized plugin, or in some cases working outside the CK. If you work in the CK for the most part, it's not something you'll ever deal with, as the CK handles all the strings and localization for you.
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sophie
 
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Post » Mon Jun 11, 2012 7:59 am

If you work in the CK for the most part, it's not something you'll ever deal with, as the CK handles all the strings and localization for you.
Ok, that's what I was getting at. I stay away from Snip after the mess it's made of two of my mods and everything else has been entirely CK driven.
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AnDres MeZa
 
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