AlimAge Posted June 9, 2023 Posted June 9, 2023 I created an NPC as usual and wrote dialogues for him, but this time after creating the SEQ file, my game simply stopped running.Any ideas why this might be happening?The only thing I did differently this time was the scripts on the dialogs.Instead of writing on each "SetStage" I created a "DefaultScript" that I simply attached to each dialog and set the value I wanted. Could it be because of this?Here is the code of this script if it is important ;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment;NEXT FRAGMENT INDEX 1Scriptname AALGQSetStageDefault Extends TopicInfo int property SetStage auto ;BEGIN FRAGMENT Fragment_0Function Fragment_0(ObjectReference akSpeakerRef)Actor akSpeaker = akSpeakerRef as Actor;BEGIN CODEGetOwningQuest().SetStage(SetStage);END CODEEndFunction;END FRAGMENT ;END FRAGMENT CODE - Do not edit anything between this and the begin comment
Sphered Posted June 10, 2023 Posted June 10, 2023 Roll back to a save before the mod exists. Or test on a new game. Seq file is all about quests situation on mod install so to change that after the fact might give some problems
AlimAge Posted June 10, 2023 Author Posted June 10, 2023 Roll back to a save before the mod exists. Or test on a new game. Seq file is all about quests situation on mod install so to change that after the fact might give some problemsThe game crashes on the Bethesda splash screen.If I delete the SEQ file, then everything is fine and the game starts
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