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Posted
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 1
Scriptname AALGQSetStageDefault Extends TopicInfo
int property SetStage auto
;BEGIN FRAGMENT Fragment_0
Function Fragment_0(ObjectReference akSpeakerRef)
Actor akSpeaker = akSpeakerRef as Actor
;BEGIN CODE
GetOwningQuest().SetStage(SetStage)
;END CODE
EndFunction
;END FRAGMENT
;END FRAGMENT CODE - Do not edit anything between this and the begin comment
Posted

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

Posted

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

The 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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