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Any mean to check/fix the "result scripts" of the dialogues?


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Hello everybody!

 

I'd like to know if there's any mean to fix or at least check the "result scripts" of the dialogues when you edited the editor ID's of a mod.

 

 

For more info I'm planning to play Morroblivion and I noticed the mod contains a lot of bad editor ID's that are a source of frequent crashes to desktop since they don't start by a letter.

 

I fixed them using TES4Edit and unfortunately Morroblivion uses a lot of dialogues with a script result and I'm tired of checking them all 1 by 1 to fix the editor ID's.

 

Unfortunately TES4Edit's check for errors function ignores the scripted results of dialogues so if you know any solution you would remove me a thorn from the foot.

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Unfortunately TES4Edit's check for errors function ignores the scripted results of dialogues so if you know any solution you would remove me a thorn from the foot.

It doesn't ignore them, there's simply no error. When you change EditorID, it will only cause errors when you try to re-compile the script, which TES4Edit doesn't do. Already compiled scripts refer to objects by FormID and will continue to work, until you try to manually compile them again.

I'm not aware of any way to mass recompile dialogue result scripts.

 

Also, I'm not sure where you get the idea that EditorID starting with a numeric character can cause crashes.

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Also, I'm not sure where you get the idea that EditorID starting with a numeric character can cause crashes.

I KNOW the editor ID's that don't start with a letter bring frequent crashes. Just play mods like Sauron's armor chest or Fantasy knight and you will oftenly see your game crash when you equip any armor piece these mods add. Start the editor ID's with a letter and suddenly the crashes disappear.

 

And I confirm the mods use editor ID's in the scripted results of dialogues.

Edited by Oblivionaddicted
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I played Morroblivion for hundreds of hours and never had a crash equipping armor. Out of curiosity, I'll download and try the mods you mentioned.

 

 

> And I confirm the mods use editor ID's in the scripted results of dialogues.

What mods, those armor ones?

 

 

Anyway, the answer to original question is you can't. There is no "recompile all" function for dialogue result scripts, and even if there were, you'd still have to edit them by hand.

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I played Morroblivion without any crashes what I can recall and almost every ID starts with 0 so you will have a bloody hell, editing them all really. It is the same with my old Caldera mine mod, it crashed for you but not for me, which also is odd but it was easy to rename NeilV's ID's from starting with 1 but Morroblivion is a complete different thing. It is the script that translate the Morrowind stuff to Oblivion that adds the 0 I guess and also VS, S in between the ID's.

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