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[LE] Dialogue issue with final boss


wilwhitt56

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Having issues with the final boss of my quest. She's suppose to talk to you, but she isn't. It's weird, because earlier she was talking just fine. IDK what changed to make her not. I do notice however that for some reason in her Player Dialogue, along with what she's suppose to say, she's also connected to the riften guard that tries to shake you down for gold. Could that be causing the issue? SHould I delete it? I'm worried it's going to cause some nasty effect if I do, so IDK if I should or not.

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Save your mod and store that esp in a mod stage folder in case you want to revert, then try deleting it. Then check the riften guard dialog to see if is marked as edited (with an *). If it is marked as edited use Tes5 to return that dialogue back to vanilla un-edited.

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Save your mod and store that esp in a mod stage folder in case you want to revert, then try deleting it. Then check the riften guard dialog to see if is marked as edited (with an *). If it is marked as edited use Tes5 to return that dialogue back to vanilla un-edited.

If you mean TES5EDIT, then I don't know how. I've never done something like this.

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Cleaning up unwanted edits to the vanilla game by your mod is easy in Tes5. Start up Tes5, R-Click, select None. That will uncheck all mods and DLCs. Then click on your mod to put a check in the box, click ok, and wait until you get a message "background Loader Finished in the box at the right. In the box at the left you will see a list of your mod and all required masters like Skyrim and Update, ect. By expanding the tree of your mod you will see the categories of things changed by your mod. You would probably want to look in Dialog Topic or Dialog Branch. This is only a list of things that you changed. By selecting one or an entire branch of changes and deleting it, you remove anything added or changed by your mod. Lets say in some wilderness cell you accidentally deleted or moved one of the trees. By expanding Cell category you see a particular cell as being edited but you didn't purposely make any changes to that cell at all. By deleting that listed cell you remove all the changes your mod accidentally made to that cell and returns it to the original state.

 

To save click the X at the top right (don't ask me why closing the box saves, it just does).

 

Before you do this, to be sure you aren't going to mess things up, make a copy of your esp in a folder somewhere and rename it MyModPreClean.esp. That way you can always go back to how it was before. It's a good idea to do this periodically. Unwanted accidental edits tend to accumulate and its good to clean them out fairly frequently while you still remember what changes you MEANT to make in your mod.

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Cleaning up unwanted edits to the vanilla game by your mod is easy in Tes5. Start up Tes5, R-Click, select None. That will uncheck all mods and DLCs. Then click on your mod to put a check in the box, click ok, and wait until you get a message "background Loader Finished in the box at the right. In the box at the left you will see a list of your mod and all required masters like Skyrim and Update, ect. By expanding the tree of your mod you will see the categories of things changed by your mod. You would probably want to look in Dialog Topic or Dialog Branch. This is only a list of things that you changed. By selecting one or an entire branch of changes and deleting it, you remove anything added or changed by your mod. Lets say in some wilderness cell you accidentally deleted or moved one of the trees. By expanding Cell category you see a particular cell as being edited but you didn't purposely make any changes to that cell at all. By deleting that listed cell you remove all the changes your mod accidentally made to that cell and returns it to the original state.

 

To save click the X at the top right (don't ask me why closing the box saves, it just does).

 

Before you do this, to be sure you aren't going to mess things up, make a copy of your esp in a folder somewhere and rename it MyModPreClean.esp. That way you can always go back to how it was before. It's a good idea to do this periodically. Unwanted accidental edits tend to accumulate and its good to clean them out fairly frequently while you still remember what changes you MEANT to make in your mod.

OMG everyone is connect to that guard! All of my NPC's for the Manor have that stupid line in their dialogue. Also, for some reason or another, the guards for the house look like they're connected to half of the dialogue choices in skyrim!(I'm speaking hyperbole on that last one, but you get my point.) WHen I did what you said BTW, she still isn't talking to me. Also the quest giver won't talk either. Everyone else talks, but not the two most important NPCS for the mod! They're not connected to a quest yet, so IDK what going on here.

Edited by wilwhitt56
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I believe ALL dialog must be in a quest. Have you watched this Youtube. Darkfox127 is VERY helpful.

Creation Kit (Custom NPC Dialogue) - YouTube

Sorry, I misspoke. The dialogue I made is in their own individual quests for each person. For some reason though neither the starter NPC nor the final boss will talk. I dont have any other mods active, other than alternate start and levelers tower. Edited by wilwhitt56
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