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zjw001

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  1. you are a genius!!!! your post helps me a lot!!!Appreciate!!! It's really happy that this could help you :)
  2. Hi, guys I really think this issue is caused by the save file, and also our wrong way of tesing the working in progress new made quest. I'll write what I tried and what I had in these days, to proof what I said, hope this could really help you. Encounting the Issue: At the beginning, I started a new TestMod01.esp file to do my first quest, and I followed the official CK tutorial which having 7 chapters to teach you all the Quest Design Fundamentals.I finished all the previous 4 chapters and I always tested them in the game step by step. (Which means I always enable TestMod01 in the mod manager, and then launch the game for testing.)Before I went to the next 3 chaperts, and also in order to test the quest conveniently, I did save the game in front of the quest giver NPC's home. (Acutally, you already defined 5 stages in your new made quest in the first chapter, but not finished any quest log and stage objectives yet.)http://www.creationkit.com/images/1/1f/QuestStagesTabSection.png I tried to finish the next 2 chapter, so I could start to test all the intential logic of the quest, then I met the same issue like your guys. In the game, After I finishing talking with the NPC and started the quest, I could not see any quest log and I could not use the quest marker function, the button is always in gray. (Please notice, I'm still always enable my TestMod01.esp file when I launching the game and I used my previous save to test the game. Since I think all the new changed content of the quest will be dynamic changed, also I believed that since the save file I made is also before I started any quest stages.)I started to find the solution until I met your guys in this page. :smile: Fighting with the Issue: At beginning I tried all of your solutions in this page, but none of them are working for me. I even tried to delete all the content I made for my quest and redo everything, but still nothing working. (During these trying, I'm still always enable the TestMod01. esp, and I used the same save file to try.)In the weekend, I back to my own home (previous steps I did them in my office computer), I started redo the whole quest on my home's PC, as my new trying, but this time after all the steps, everything is working. (Actually, I always start the test from a save file not having any new quest or the quest related content, alias, and reference. But at that time I still not notice that. The reason I suddenly changed the save file for beginning the test, is because I failed to sync all the save file from steam but I really want to start to work.)Finally, everything is working and I'm so happy, then I start to be patient to sycn all the save file from the office computer, and delete some old ones, and use the newest one to test the quest and play the game again. (And the newest one is the one I saved in front of the quest giver NPC's home, the cursed one.)Then the issue come back again, and I really feel shocked. And another bad thing is, I've already deleted another save file which was working just one minute ago. But I realized this issue maybe not caused by the .esp data.So I started to do these steps to save my work:I disable my own TestMod01.esp and I launched the game. For sure I received a warning message saying I may miss some content. I loaded the save file, the cursed one.I'm standing in front of the quest giver NPC's home.I saved the game again, without my .esp file and any quest / quest related content. And I quii the game.I enable my TestMod01.esp in the mod manager again, and I started the game again.I load the new save file I just made, and I'm in front of the quest giver NPC's home.I started to talk the to the NPC and I started the quest, everything working again. Great!!! Conclusions: When you working on a quest, espeially when you tesing your quest step by step during the process, try to always use a save file which is not including any quest content or quest related content, like quest stage, quest log, quest stage objective, quest alias, related NPCs, and their dialogs.I'm still not sure what's the detail reason in the game system, but the result really showing some logic and reference you've already done in a quest will be saved in a save file. And these stuff won't be updated dynamically after you updated your quest in the editor. The game and world will consider this quest has no log and no objective for you to mark from you wrong save file.So you should always test your new made quest and all the related content by using a clear save file. Which means, we should always introduce all the new added NPCs, Items, Locations, Alias, your new quest with all these reference and logic to the game system (or the game world) together and at the same time.This doesn't mean you could not work on your quest step by step, or test it step by step. You just need to avoid save the game with any unfinished quest content, and then continue to test the new quest change content with your previous wrong save file.We should apply this working rule to all the mod working process. Even when you working on a dungeon, looks like you could dynamic add any new content even you already save the game while you are playing a finished dungeon. But maybe you already created and hided some bugs in your system by doing this. Before we actually and precisely know how the save system and plugin system working, we need to do everything clean and clear. I'm still not 100% sure what's the really precise reason of this issue. Maybe the stuff I wrote here is still super wrong, since maybe your guys encounter this issue by other reasons or steps. But at lease it's already working for me. I'll do more test and some new quest, in order to find the real missing reason or proof what I said to more real. Thank you very much indeed. :smile:
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