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Getting the game to recognize the Story Manager LockPick Event

skyrim mods creation kit ck lockpick storymanager dialogue scenes

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#11
dylbill

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Yes, make a new quest. The Spell / Ability will track lockpicking, you no longer need to use the quest or story event to do that.



#12
Martimius

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I think I've gotten it set up correctly, but the dialogue still won't fire in-game.

 

https://imgur.com/a/ztP6gBE



#13
dylbill

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Here's an example ESP with scripts that you can look at: 

 

http://www.mediafire.com/file/ko9a2h5o6gaxq7b/LockpickDetectTestMod.zip/file 

 

Note that the topic property isn't filled in the Script, so Serana doesn't say anything. In your own mod, fill it with your dialogue topic from your dialogue quest.

In the example there is:

 

LockpickDetectFX            Magic Effect
LockPickDetectAbility       Spell 
LockPickDialogueQuest   Quest
LockPickTestDetectGV     Global Variable
 
And 2 scripts. Hope that helps!


#14
Martimius

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Thanks! Will try this now. I think the reason why it didn't fire on my end at first was because I didn't have a spell, only the magic effect lol.



#15
Martimius

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I did that, and it's still not firing for some reason. I made sure to insert the dialogue topic from my own quest. I tried both idles and normal topics. Everything is also properly set up with the magic effect, spell, quest, and global variable (as per the test esp you sent me). Also no compilation errors for the scripts, with SEQs generated as well.



#16
dylbill

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Hmmm, I'm not sure then. Is the event firing when you pick a lock? You can check with the debug.notification("lock picked"). I tested it with a generic topic and it worked. Also, make sure in your topic that dialogue conditions in the topic or quest aren't preventing Serana from saying it.



#17
Martimius

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Weird. The debug log isn't even firing. I made sure to remove the ":" comment. Also there aren't any preexisting conditions in either topic dialogue (both the normal and the idle). Just the dialogue itself. 

 

The global variable should be set to "Long" and a 0.00 value, right?

 

Maybe the problem with the event probably not firing is an issue with the game trying to find the Serana actor. In your own testing, did you use this particular NPC, or just some random generic follower?


Edited by Martimius, 30 May 2020 - 02:55 PM.


#18
IsharaMeradin

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Are you testing on a new game?  If no, do try. It is the only way to know if save-baked data is preventing new changes from taking affect.



#19
dylbill

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I used Serana. If you load the example mod I uploaded the debug should fire after you pick a lock. Loading on a new save isn't a bad idea either. Note that she does have to be near you per the script condition I put in.



#20
Martimius

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Yeah she is. Definitely less than 2000 units away from me, as per the conditions set on the script.

And @IsharaMeradin, the closest I can possibly get to a new save is a clean Dawnguard testing save (previously made without mods) as unlike other followers, Serana just isn’t someone you can spawn with console commands and get her to act like normal. You have to awake her in Dimhollow Crypt as usual.





Also tagged with one or more of these keywords: skyrim, mods, creation kit, ck, lockpick, storymanager, dialogue, scenes

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