Mod quest progress isn't being saved by game issue

Post » Mon Nov 19, 2012 10:04 pm

I am at the final testing stage of my mod Battlemage Keep 2.0 but I'm having an issue with testing compatibility between the released version and a new update.

On both my modding machine and test rig any progress into the mod quest will not be saved by the game. This includes quest stages, discovered locations (that I have added), quest items (but not looted) and the chests in the players home (that I added). Everything from the base game is working OK.

The quest itself and all associated scripts, scenes etc also work fine but If the game is saved everything is lost upon loading the game. It seems the only thing being saved properly is the trash mobs in dungeons (that I had created) alive/dead state. Also if my quest has been used at any point during a session the game will not close down properly and must be terminated with ctrl+[censored]+esc.

I am using a clean save on both my rigs and have tried starting a new game, the issue persists. I'm not using any complicated scripts mostly just if trigger&--#62;do stuff type things. The weirdest part is, it is happening on both the released version and my updated version. The released version was back in May and has had over a thousand d/l's. It has not been reported by anyone else however so I suspect it's a 1.8 issue. As a result I also tried loading up my mod in CK and just saving since it was mostly created with 1.6. Just for good measure I created a SEQ file aswell, no dice.

Utterly stumped here as I can't find anyone else with this issue and I can't release the new version until I can test it. Anyone have an idea how to proceed?

Edit- arfter further testing I have found if I save inside any of my custom dungeons upon loading my toon will be inside the sleeping giant Inn, riverwood but the music from the dungeon will still be playing. Also the music has a habit of getting stuck and playing different tracks over one another.
What on earth could be in my mod which causes all of this to happen?
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Ellie English
 
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Post » Tue Nov 20, 2012 9:58 am

I have solved the saving issue.
It seems as of 1.8 if you have custom worldspace in your mod you must make it an .ESM. This is why it effected even my old release, since it contained the worldspace even though it wasn't used.
Now my quest wont start but at least I can save now :biggrin:

Edit: correction: I used wyrebash to create the .esm and all was well, so on a whim I used the copy to .esp feature and it is fine too. Sometimes moding this game is more like witchcraft...
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willow
 
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