Dialogue from Created NPCs WONT INITIATE

Post » Tue Jun 19, 2012 9:52 am

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
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Emily Martell
 
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Post » Tue Jun 19, 2012 4:56 am

bump damnit, 0 views....im asking for some help. Im a rookie and really want to learn more about scripting and game design. prease
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emily grieve
 
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Post » Tue Jun 19, 2012 3:51 am

if he isnt talking, and all his dialog is associated with the quest. it might mean the quest is not being triggered.

depending on the type of quest, you may have to set the quest to game start enabled
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Bloomer
 
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Post » Tue Jun 19, 2012 3:06 pm

I have the same exact problem. I can't provide any help, but in my case the quest is being triggered. The player dialog comes up but nothing from the NPC. No custom voice, no subtitles. I have tried this from scratch a few times. I even created a custom voice type, no luck. Hopefully someone can help, I'm tearing my hair out.

Update: I just downloaded a few custom quest mods and found that the same thing happens with them, interesting. I reinstalled, updated, still no luck.
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Klaire
 
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Post » Tue Jun 19, 2012 1:17 am

cmon yall, no one else has ran into this problem?
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Jennifer Rose
 
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Post » Tue Jun 19, 2012 3:50 pm

Youre telling me everyone that has made a quest has had the dialogue initiation work flawlessly? I know we have some smart people on these forums, WAYYY more experienced than me with this. Heres the tutorial I took the basics from:

http://www.youtube.com/watch?v=Qfcet5hf5bs

I altered a couple of the specifics so that my quest would be unique but the dialogue doesnt even occur no matter what I do.

Help it out please. any feedback would be cool
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Jessica Raven
 
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Post » Tue Jun 19, 2012 4:08 am

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.
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Ezekiel Macallister
 
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Post » Tue Jun 19, 2012 4:03 am

Anyone figure anything out about this? Otherwise I dont know how to make my quest start up.
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Flutterby
 
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Post » Tue Jun 19, 2012 5:39 am

One problem I and my users have encountered with my simple house quest is that if you update the mod while your character is saved somewhere in the middle of the quest, the quest scripts won't fire properly. This might not be your problem, but you might want to make sure you're using a clean save (a save from before the mod was installed or after you uninstall it) for testing purposes if you haven't already.

It was driving me crazy because everything worked fine for me, because I had tested with a clean save, but then when I used my own mod on another character, I finally encountered it myself.
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Emily Martell
 
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Post » Tue Jun 19, 2012 4:37 am

Still looking for help on this friends, Im not very experienced in modding or code or scripting or anything like that, just a guy that wants to make quests and have them play out the way I envision. this fault has discouraged me from doing any work on anything in the CK simply because without quests I have no point in exploring the caves I made.

If anyone has any advice on why the dialogue wont activate, it'd be greatly appreciated.
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Robert Garcia
 
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Post » Tue Jun 19, 2012 9:24 am

Do you have the 'force subtitle' flag checked? And have you provided a blank audio clip for it (and, I can't stress this enough, saved it? It took me ages before when I realized I never saved the blank clips).

EDIT: And turn on your general dialogue subtitles option ingame.
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FITTAS
 
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