Now, I did find one bug in which my own cleverness thwarted me. I had different dialogue based on the cell the NPC happened to be in, and there was one particular cell in his path that I hadn't included in the conditional - so I couldn't duplicate it in game because the chances of him being in that particular cell at the particular time I talked to him were slim, but I eventually located the missing script in the dialogue. Found it, squashed it.
The other "bugs" (all of which seem to involve SetStage not firing when it should), however, are occurring at linear portions of the quest - only one way to move it forward: talk to X, acquire item Y. Everything works fine for me when I test in-game with a clean save, and I go into the CK to verify that all the scripts are where they're supposed to be. I even "quarantine" my scripts - moving my .pex and .psc files out of the Data file temporarily so that I'm only working with the same .bsa the players are when I test.
What are the chances these errors are just hiccups on other people's machines? And what other testing methodologies should I use to try and get this worked out. I pride myself on releasing polished mods, so having these blips pop up is very nerve-wracking. Unfortunately, only a few people ever tell you on the Nexus when everything works smoothly, so I don't get a clear sense of the numbers of people having problems vs. those having no problems.
