Jump to content

RELOAD DIALOUGUE: A bizarre issue with my mod


skinnytecboy

Recommended Posts

Hi All, I'm experiencing a minor but yet bizarre issue with an update for Benjamin Doon. Whenever I start a new game, his dialogue won't appear unless I reload the current cell (in my case the bards college). The thing is, I am not sure if its just me and my system or if I've not done something obvious, but either way, I'm reluctant to upload to nexus until I'm sure.

 

Anyway, the update removes him from the generic follower system and makes him standalone. details here:

 

It's not a SEQ file issue, of that I am sure., and I don't think it's a load order issue as I've played around with that, but to no avail.

 

Anyway, I'd appreciate your advice.

 

Feel free to laugh and point.

 

Cheers :ohmy:

Link to comment
Share on other sites

Do you have a SEQ file, sometimes dialogue doesn't run properly without one of those for your mod. So if you don't have one I recommend generating one.

 

1- CK Properties

2- Set Launch Options

3- Type In: -GenerateSEQ:pluginname.esp

4- Launch CK

5- Wait For CK to Close

6- Find SEQ File in Skyrim Folder

7- Create SEQ folder in Data and paste the SEQ inside the folder

8- If Creating A BSA Include the SEQ file

9- Go back to CK Properties and remove the line -GenerateSEQ:pluginname.esp from Launch Options

 

DONE!

 

dialogue should work now, hope this helped :)

Link to comment
Share on other sites

Do you have a SEQ file, sometimes dialogue doesn't run properly without one of those for your mod. So if you don't have one I recommend generating one.

 

1- CK Properties

2- Set Launch Options

3- Type In: -GenerateSEQ:pluginname.esp

4- Launch CK

5- Wait For CK to Close

6- Find SEQ File in Skyrim Folder

7- Create SEQ folder in Data and paste the SEQ inside the folder

8- If Creating A BSA Include the SEQ file

9- Go back to CK Properties and remove the line -GenerateSEQ:pluginname.esp from Launch Options

 

DONE!

 

dialogue should work now, hope this helped :smile:

The OP states it's definitely not an SEQ file, which I assume either means the .esp has no Start Game Enabled quests related to the mod or one has already been generated.

Link to comment
Share on other sites

Thanks for responding.

 

Just to clarify

 

I always generate a clean SEQ

It is a new game start

SQV shows aliases as being filled.

 

As said above, it may just be me,but this is what I do:

 

I start a new game with LAL, select ship option and land at Solitude. I run to the bards college... when I enter, Ben has no dialogue even though his quest is running. I then reload the college auto save, and hey presto..Ben has dialogue.

 

Odd isn't it?

Link to comment
Share on other sites

Hmm, interesting. Tried loading from different points. If I load, he talks. But if I play straight through from a new game to getting to Bards College,..he doesn't talk. It's clearly something to do with how the game handles loading of various assets. Perhaps it's simply only an issue with a new game?

Link to comment
Share on other sites

Hmm, interesting. Tried loading from different points. If I load, he talks. But if I play straight through from a new game to getting to Bards College,..he doesn't talk. It's clearly something to do with how the game handles loading of various assets. Perhaps it's simply only an issue with a new game?

 

Yep. I can confirm that the issue is related to a new game start. Tried using a different clean save (where I'm Lv50) and hey presto, no issues.

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...