Non Executing Bethesda Quest Dialogue Script Code

Post » Mon Jun 18, 2012 1:07 pm

Bethesda have clearly have not bothered to check that the dialogue scripting all works.

The Bards Collage Quests are all bugged :
Quest items get left in my inventary when they are supposed to have been removed by the dialogue scripts,
The Lute Quest wont start cause I found it first - they claim to have coded for this possiblity in the dialogue entries. Thank Hades that as with the Blood On The Ice bug, using console command setstage can overcome this.

My current mod problem is that Cousin Giles is set by me (in a script) as a teammember (that bit works), and with the correct Faction and Actorbase data set so that he gets the correct FollowerQuest Dialoges - (Wait, Trade, Dismiss) but the Bethesda dialogue script code for these does not execute, so he just reverts to the initialization packages I gave him once I have talked to him.

Anyone got any idea what I have missed doing ??????????
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Dalton Greynolds
 
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Post » Mon Jun 18, 2012 7:48 pm

Obviously no one has a clue - including Bethesda - and it sounds like I'm not the only one finding that the new object oriented machine code dont work.
I got round it by canging the voice type (slightly) to access the inventary and tampering with the Bethesda dialogues (there functionality was pointless for my NPC anyway). I had to give my NPC its own custom AI packages since the Bethesda overlay / alias ones were not engaging.
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Donatus Uwasomba
 
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