DialogueQuest Bug Solution

Post » Mon Nov 19, 2012 6:03 pm

Well this does not work for me... I deleted the Update.esm from my mod, and did what's said in the description, but nothing appears; the splash screen is there, then the CK closes and no file generated :confused:
User avatar
ONLY ME!!!!
 
Posts: 3479
Joined: Tue Aug 28, 2007 12:16 pm

Post » Tue Nov 20, 2012 3:39 am

Well this does not work for me... I deleted the Update.esm from my mod, and did what's said in the description, but nothing appears; the splash screen is there, then the CK closes and no file generated :confused:
That most likely means that a SEQ file is not needed for your mod. However there has been some iffyness reported before, so it may just be a bit buggy. Trying using TES5Edit's latest release, which does it much more consistently (Always?) and faster.
User avatar
Chelsea Head
 
Posts: 3433
Joined: Thu Mar 08, 2007 6:38 am

Post » Tue Nov 20, 2012 5:25 am

Funnily enough I was having trouble using Alvor as a Unique Actor alias, when I was testing using COC from the main menu.

Make sure you're testing with a save after the Helgen intro is all finished. Might help.
User avatar
Mr. Allen
 
Posts: 3327
Joined: Fri Oct 05, 2007 8:36 am

Post » Tue Nov 20, 2012 12:53 am

Funnily enough I was having trouble using Alvor as a Unique Actor alias, when I was testing using COC from the main menu.

Make sure you're testing with a save after the Helgen intro is all finished. Might help.

I'll keep it in mind. Thanks!
User avatar
Toby Green
 
Posts: 3365
Joined: Sun May 27, 2007 5:27 pm

Post » Tue Nov 20, 2012 5:30 am

I didn't notice it mentioned, but you also need to be sure whatever save you're using hasn't seen your mod yet. You can't add an alias to an already running quest and expect that to get picked up. Aliases only fill once when the quest starts. Unless you want to get into all sorts of craziness with scripts to fore the issue.
User avatar
Karine laverre
 
Posts: 3439
Joined: Tue Mar 20, 2007 7:50 am

Post » Tue Nov 20, 2012 12:17 am

Many VIP actors are permanently reserved references. You'll need to allow reserved references by using Shift + Ctrl + R with an alias highlighted in the alias list if you want it to fill on an exisiting game. Start game enabled quests only ignore reserved status on the saved game's initial load (i.e., in most cases, while riding the cart to Helgen).

Only allow reserved if you need a specific vanilla actor, or a radiantly-chosen actor in a reserved post (such as a Jarl).

That assumes, of course, that yours is a new quest and a not attempting to edit an existing quest.
User avatar
Jeff Tingler
 
Posts: 3609
Joined: Sat Oct 13, 2007 7:55 pm

Post » Mon Nov 19, 2012 7:46 pm

I didn't notice it mentioned, but you also need to be sure whatever save you're using hasn't seen your mod yet. You can't add an alias to an already running quest and expect that to get picked up. Aliases only fill once when the quest starts. Unless you want to get into all sorts of craziness with scripts to fore the issue.

The savegame never touched the quest/mod before. I've got a second computer with skyrim installed clean and a clean savegame for testing and modding purposes.

Many VIP actors are permanently reserved references. You'll need to allow reserved references by using Shift + Ctrl + R with an alias highlighted in the alias list if you want it to fill on an exisiting game. Start game enabled quests only ignore reserved status on the saved game's initial load (i.e., in most cases, while riding the cart to Helgen).

Only allow reserved if you need a specific vanilla actor, or a radiantly-chosen actor in a reserved post (such as a Jarl).

That assumes, of course, that yours is a new quest and a not attempting to edit an existing quest.

That's very helpful and interesting. It would explain every strange alias issue I had while trying to use General Tullius in my quest as Unique Actor instead of External Alias Ref (which still works without any further action).

Thanks for all the help again! Meanwhile I got everything running (using External Alias Ref for the 'Tullius-Alias') but I'll try out Shift + Ctrl + R with the UC as suggested. Nevertheless I find it a bit strange that using Tullius as Unique worked without any further action with vers. lower 1.6 of the game.

EDIT:
Is a list of all Creation Kit hotkeys available anywhere? I think I could learn at least a few things from it. :wink:
User avatar
Jani Eayon
 
Posts: 3435
Joined: Sun Mar 25, 2007 12:19 pm

Post » Tue Nov 20, 2012 5:03 am

EDIT:
Is a list of all Creation Kit hotkeys available anywhere? I think I could learn at least a few things from it. :wink:

http://www.creationkit.com/Creation_Kit_Keyboard_Mapping

And for navmesh:

http://www.creationkit.com/Navmesh_Cheat_Sheet
User avatar
Solène We
 
Posts: 3470
Joined: Tue Mar 27, 2007 7:04 am

Post » Tue Nov 20, 2012 3:13 am

Hey everyone,

The devs at Bethesda were nice enough to contact Arthmoor about the dialogue bug we had all been experiencing. After some private testing on his part, and later mine, we determined that it was indeed the source of most of our issues.

The problem is that we need to generate something called a SEQ file. This file tells the game engine which quests you have start-game enabled, and possibly which ones you have altered. Generating this file should result in all of your dialogue and scenes working properly once again, just as they did pre 1.6.

How do you generate this file? There are several ways. You can do it via the windows command prompt, via Steam launch options, and once released, via TESVEdit, which will have a built in button.

I've made a video with instructions on how to do it via the Steam launch options: http://youtu.be/Ai3txtvoSbM

Here are the written instructions--


If you wish to use the Steam Launch Options:

1. Open the main Steam window, and go to the Library tab.
2. Click the dropdown, and select 'Tools'.
3. Right click on Creation Kit in the list.
4. Select 'Properties'.
5. Click 'Set Launch Options...'
6. Type in -GenerateSEQ:PluginName.esp Where PluginName is the name of your plugin.
7. Click 'Okay'.
8. Open the Creation Kit. It should show the splash screen, and load some things. This may take a few minutes. When it's done, the Creation Kit will simply close.
9. Go back to 'Set Launch Options...' and remove the line we just typed in, allowing you to resume using the CK normally.
10. Navigate to your Skyrim folder, just above the Data folder.
11. You'll have a file called PluginName.SEQ. Move it to Data/SEQ. If that folder does not already exist (It shouldn't) create it.
12. You should now have "Skyrim/Data/SEQ/PluginName.SEQ" and you're good to go.

If you'd rather use the Windows Command Prompt:

1. Open CMD.
2. Navigate your way to where Skyrim is installed. (By default: C:\Program Files\Steam\steamapps\common\skyrim)
3. Type in the following command: creationkit.exe -GenerateSEQ:pluginname.esp (Again, where pluginname.esp is the name of your mod file)
4. The CK will open just like step #8 above.
5. Repeat steps #10-12 above.

Now, there have been a few scattered reports of this not working for some people. It seems a bit iffy. And I mean generation, once you get the actual file, we've had nothing but positive reports of it working and fixing most/all dialogue related issues.

Some notes from Arthmoor:


Remember to distribute this file with your mod along with everything else! If you do not, people will experience the 'dialogue bug', and your mod will likely not work for them at all.

Also remember to regenerate this file whenever you alter additional quests, or add more of your own.

Thank you to Joel for reaching out to us with this solution! And, to the devs for their abrupt increase in activity. :smile:

AJV

Okay, I want to be very sure I'm doing this right. I can't use video tutorials for reasons I won't go into, so I relied on the written instructions above.

The Command Prompt way didn't seem to work for me; CK loaded as if I were, well, loading it, and there was no SEQ generated. I used the method that Skibo5 suggested in his post, and still nothing.

I tried the Steam method, following the instructions exactly.

So, the correct file path should now look like this --
... Steam \ steamapps \ common \ skyrim \ Data \ SEQ

and within the SEQ folder should be "AllaMod.SEQ"

Is this correct?

Also, again to restate and be sure I understand --

When I tell the CK to make the archive, and pack the AllaMeshes (including Actors \;Character \ FaceGenData) and the AllaTextures (including Actors \ Character \ FaceGenData here, too) -- I ALSO need to pack that SEQ folder?

So that (basically) the whole package that I upload for others to use, or put onto a flashdrive to hand to my kid, would be -- AllaMod.esp, AllaMeshes folder, AllaTextures folder, and SEQ folder -- Correct?
User avatar
Damian Parsons
 
Posts: 3375
Joined: Wed Nov 07, 2007 6:48 am

Post » Tue Nov 20, 2012 3:32 am

It's much easier to generate one using TES5Edit. Once you have it, yes, you need to include it with your mod in an SEQ folder.
User avatar
Tamika Jett
 
Posts: 3301
Joined: Wed Jun 06, 2007 3:44 am

Post » Tue Nov 20, 2012 3:25 am

Do those SEQ files have any other purposes? TES5Edit generated one for SKYui and fir some other pure-script mods...
User avatar
Emzy Baby!
 
Posts: 3416
Joined: Wed Oct 18, 2006 5:02 pm

Post » Mon Nov 19, 2012 7:33 pm

They get generated for any mod that has start-enabled quests. Best to keep it if you ended up with one even if you weren't expecting it.
User avatar
Kevin Jay
 
Posts: 3431
Joined: Sun Apr 29, 2007 4:29 am

Post » Tue Nov 20, 2012 9:54 am

Alright then, thank you!
User avatar
Scott Clemmons
 
Posts: 3333
Joined: Sun Sep 16, 2007 5:35 pm

Post » Tue Nov 20, 2012 4:07 am

his is not working for me ,when Iclose the window and load the CK does nothing , normal loading and It generates nothing m no files is created in data or other main folders or elsewhere , is there something wrong? something related to localization ? why doesn't work for me? I followed the exact steps described for steam and doesn't work .
User avatar
Julie Ann
 
Posts: 3383
Joined: Thu Aug 23, 2007 5:17 am

Post » Mon Nov 19, 2012 8:35 pm

Have you tried doing it with TES5Edit?
User avatar
Ells
 
Posts: 3430
Joined: Thu Aug 10, 2006 9:03 pm

Post » Mon Nov 19, 2012 7:38 pm

No but I did and redid and redid 20 times , one of the last times I put a space between the : and the name of the mod and removed a space between letters in the mod esp , I dunno if this was or could be an issue but in the end I got my file ...

But I can't believe this is the same system Beth uses it clearly cannot be , wasn't more simple to just add a button in CK and be able to press it ?
User avatar
James Hate
 
Posts: 3531
Joined: Sun Jun 24, 2007 5:55 am

Post » Tue Nov 20, 2012 4:54 am

No but I did and redid and redid 20 times , one of the last times I put a space between the : and the name of the mod and removed a space between letters in the mod esp , I dunno if this was or could be an issue but in the end I got my file ...

But I can't believe this is the same system Beth uses it clearly cannot be , wasn't more simple to just add a button in CK and be able to press it ?

I'm sure they will or make it a control sequence.
User avatar
Steeeph
 
Posts: 3443
Joined: Wed Apr 04, 2007 8:28 am

Post » Mon Nov 19, 2012 9:34 pm

Try it with TES5Edit rather than bashing your head against the CK. It'll take all of 2 second for it to do something :P
User avatar
Bee Baby
 
Posts: 3450
Joined: Sun Jun 18, 2006 4:47 am

Previous

Return to V - Skyrim