So I've generally been following along with the great tutorials over at the CK Wiki, modifying things as I go along because I wanted to add my own little flair to things. I am now in the process of adding a quest chain and dialogue to go with it, but I can't seem to get any of it to appear in my game after I load my plugin. For the record, my two created dungeons, associated items, and NPCs do all appear.
I have made an SEQ file as has been suggested for dialogue errors, though that has not fixed my problem.
Let me give you a basic rundown of my quest. You meet an NPC in an inn, you go through a dialogue with him, he offers a quest which sends you off to a local dungeon - pretty basic, run-of-the-mill adventure schlock. I followed along with a video tutorial for quest dialogue by Best in Slot to make certain that I was adding my dialogue properly, even recording my own terrible renderings of my lines and hitting 'Save'.
If you can already see an issue, please feel free to point it out. However, I don't have much time at the moment for screenshots of certain elements (though I can definitely grab some tomorrow, just let me know), but I can throw some hypotheticals out to see if I'm doing something wrong:
- If a quest is marked as 'Start Game Enabled,' it should pop up in the player's journal upon loading in, right? (Mine isn't doing that.)
- Under 'Quest Stages', does a beginning stage need to be marked somehow?
- Similarly, do all stages need to be filled in for a quest's associated dialogue to even function (that is, log entries and scripts)?
- Do all stages need to have references tied to them?
- What's the best way to create an alias for a quest object in a cell? (The tutorial shows how to do it for an item in an actor's inventory, but not a standalone item.)

