I followed everything in the Wiki tutorial. I made it for a custom quest so its not EXACTLY the same guideline.
I set up my NPC, put him in the Bee and Barb, designed a Dialogue view with a branch and topics with all the proper scripts to initiate the quest I'd built.
But when I go to talk to him, no scene is activated, no dialogue begins, just randomized small talk..."hmm?"...."yes?"
No initiation sequence, like when you have a discussion with responses in the game normally. Nothing like it should be. I have seen some people mentioning this but no one has posted a resolution.
ANY help would be awesome. please and thanks
Are the dialogues conditions pointing to any
aliases in the Quest Alias tab? I have a problem when the dialogue breaks after adding one too many. This is a
reproducible bug in my case. I'm doing one more test to see if it affects both vanilla NPC's or one's I created. I'm making a post later after I've done one more test.
EDIT: My alias tab list points to 8 NPCs. 5 vanilla, 2 of mine, 1 empty to be forced on to a NPC (to change the name etc). Add a 9th alias record and the dialogue will break.
Still testing to see if this affects aliases pointing to vanilla or just simply adding another alias record.
If this is a CK bug, then it's a biggie.
EDIT 2: Results of testing: If the 9th alias (which causes the dialogue to break) is referencing a non-vanilla NPC, then all is fine. If the 9th alias I make references a vanilla NPC, that will cause the dialogue to break.
I guess one more test is to determine if its the fill type thats buggy, or as I suspect, a problem making aliases for vanilla NPC's. The non-vanilla was a Specific Reference, the vanilla was a Unique Actor fill type.... Maybe there is a block on referencing certain vanilla NPC's to avoid quests important quests breaking. The one I was referencing was Arivanya (Windhelm stables) if that is so.