Custom Dialogue not showing in-game [?]

Post » Tue Nov 20, 2012 6:54 pm

Hello,

I'm following ForAdventure's tutorials (Best In Slot) on youtube and I've made a quest that I believe should work perfectly. But for some reason when I go in-game and click my NPC to talk to him, I do not get any dialogue, just the generic stuff. No dialogue menu or anything. The NPC is an alias, he has dialogue dedicated to his ID and to the beginning stage of the quest (stage 0 obviously), but for some reason he has no dialogue options in-game. I'm 99.9% sure I did everything right. Is there any obvious tips someone could tell me to check on to try and fix it? He has the MaleEvenToned voice and the custom dialogue all has blank sound files. If anymore information is needed let me know. I can also upload the .esp itself if anybody wants to take a look at the dialogue.

Thank you!
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Danii Brown
 
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Post » Tue Nov 20, 2012 2:01 pm

I just learned this myself recently. You probably need a SEQ file. Start game enabled quests tend to mess up without them. You can easily make one with TES5Edit
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Louise
 
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Post » Tue Nov 20, 2012 12:55 pm

Have you generated an SEQ file as per http://www.gamesas.com/topic/1417941-dialoguequest-bug-solution/?

*EDIT: - Ninja'd
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JD FROM HELL
 
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Post » Tue Nov 20, 2012 7:01 am

Thanks gents! I'll try this and see how it goes.
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Rinceoir
 
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Post » Tue Nov 20, 2012 6:27 pm

Okay, I cleaned my save, generated the SEQ file, and went in-game to test it, and still no luck. The dialogue menu still doesn't show.
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Alan Whiston
 
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Post » Tue Nov 20, 2012 9:47 am

bump..
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RObert loVes MOmmy
 
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Post » Tue Nov 20, 2012 6:45 pm

Not much help at all for you, but I figured I let you know. The SEQ didn't help my problem either. I've decided to stop using quests to run my scripts. I know you can't avoid it so I'll keep an eye on this if you find a solution.
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Sammygirl
 
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Post » Tue Nov 20, 2012 7:09 am

Ah. Figures. I may just end up starting a new mod and making a basic dialogue string to see if that works.
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Nadia Nad
 
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Post » Tue Nov 20, 2012 12:05 pm

If the SEQ file doesn't solve your issue, make sure your dialogue conditions are correct. An SEQ file is only of value in cases where your conditions ARE correct but the game failed to initialize it at startup.
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Peter lopez
 
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Post » Tue Nov 20, 2012 8:57 pm

I would make sure the quest is actually running as a first step, with a " debug.messagebox("QuestStarted") " thrown into the first stage, just to ensure things are starting up correctly (aliases can be trickey, and will prevent a quest starting sometimes).
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jasminε
 
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Post » Tue Nov 20, 2012 11:17 am

If the SEQ file doesn't solve your issue, make sure your dialogue conditions are correct. An SEQ file is only of value in cases where your conditions ARE correct but the game failed to initialize it at startup.
I would make sure the quest is actually running as a first step, with a " debug.messagebox("QuestStarted") " thrown into the first stage, just to ensure things are starting up correctly (aliases can be trickey, and will prevent a quest starting sometimes).
I'm not entirely sure what you're meaning, but the dialogue that the npc says to start the quest only has the conditions of the stage number and the npc id. I can't think of how any of that would prevent it. But I should throw that script fragment into the stage 00 or first actuall stage of the quest?
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Sabrina garzotto
 
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Post » Tue Nov 20, 2012 4:44 pm

I just tested this on my mod. I enabled start game enable and saved the esp. I then created the SEQ file using TES5Edit. The custom dialog works as it should.
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Gemma Archer
 
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