Dialogue was working, now it's not

Post » Wed Jun 20, 2012 2:56 pm

Hey everyone. I'm having a problem with my quest dialogue... I had it working. I made some changes to my mod, but nothing affecting the quest dialogue or NPC's related to the quest dialogue. For whatever reason, my dialogue is no longer working though I've got it set up the way it should be.

The only thing I can think of is that I assigned the NPC who says the dialogue to a quest alias. I removed him from that alias and tested it but it didn't seem to make a difference.

Has anyone run into something similar? I have a feeling it's something stupid that I'm forgetting.
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christelle047
 
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Post » Wed Jun 20, 2012 6:53 pm

Incidentally, might anyone have an idea as to why this same NPC, when assigned to the quest alias, doesn't follow the AI packages assigned to the alias?
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lolli
 
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Post » Thu Jun 21, 2012 2:12 am

Bump. I'm about ready to throw my computer out the window. I have the dialogue setup in the exact manner described in the Wiki and when I activate my NPC, nothing happens. Does anyone have any idea why?
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Alexandra Louise Taylor
 
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Post » Thu Jun 21, 2012 12:21 am

Are you testing using the same Saved Game from before you made the changes?

If you are, try starting a new game - Probably easiest, at the Main Menu, to COC to the cell that your Quest starts in ... You will just have a Level-1 Default Nord as a character

See if you get the same problem with a new game ...
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Ilona Neumann
 
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Post » Wed Jun 20, 2012 3:10 pm

I always COW/COC when testing, so no, that's not the problem, but thank you.
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Destinyscharm
 
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Post » Wed Jun 20, 2012 7:29 pm

If your NPC isn't following the packages that means you have the wrong conditions, or the alias isn't being filled. This could also stop the quest from starting properly, ergo, no dialogue.

Ingame type 'SQV MyQuest' using the ID of your quest. (I.e. 'SQV MQ101') If it lists the alias's and says NONE then your alias's are failing to fill. If so, do you add custom cells? Are the alias's set to 'Unique Actor'? Unique actors need to be in a location for that setting to work. Set up the locations and encounter zones on your new cells, or swap the alias type to Specific Refence. Note, Spec Ref takes up WAY more memory and is NOT a good long term solution. Ideally you want them all to be Unique Actor alias's when you finish your mod.

Hope this helps.
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Hannah Barnard
 
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Post » Thu Jun 21, 2012 12:13 am

Okay, that makes sense, but that still shouldn't affect the dialogue...

In any event, how do I associate an actor with a location? The wiki explains that you can see actors associated with a location on the location dialog but not HOW to associate them. I have my locations set and apparently I need to add actors to them.
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JERMAINE VIDAURRI
 
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Post » Wed Jun 20, 2012 5:40 pm

If an actor is standing in a cell, and that cell has a location set, then by default the actor is referred to as in that location. However, in the event that this location is not what you want, you can manually set it in the Location tab of the actors reference window.
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Sabrina garzotto
 
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Post » Wed Jun 20, 2012 8:35 pm

Oh, on the actor's reference window. That's what I'm going to have to do. My locations are external in the wilderness and thus have no cell associated with them.
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naome duncan
 
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Post » Thu Jun 21, 2012 3:55 am

So I set the unfilled aliases to optional and set my unique actor's location before assigning him to the alias and everything is working perfectly now.

Thanks, Alexander.
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Enie van Bied
 
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