razorkid Posted December 27, 2014 Share Posted December 27, 2014 This has been a persistent problem since last year when I tried the same thing, as soon as I use either wrye bash or the default method of changing the file extension to an .esm. My mod has half of the quest scripts cease working. I'm really not sure what the issue here is, I know that the only reason why quests don't normally fire is because of something pertaining to aliases. I just want to know why changing to an .esm would cause this? Is it something about the load order or that there are problems inherent with the mod (This was my first mod, I only became proficient with the CK as time went on, there were a lot of errors when I first started working on the mod). The mod in question is Beyond Reach. http://www.mediafire.com/download/dtlxi36wd1tm35a/BeyondReach3.zip If anyone would like to have a go at converting this into an .ESM while retaining quest stability, then please, have a go. Link to comment Share on other sites More sharing options...
razorkid Posted December 30, 2014 Author Share Posted December 30, 2014 Anyone can help? I really want to make this into an .esm so people can have their own mods within the world. Link to comment Share on other sites More sharing options...
yourenotsupposedtobeinhere Posted December 30, 2014 Share Posted December 30, 2014 Have you tried this? http://tambomedia.com/Site_Pages/tutorials/L3DT.html#_Create_MasterDid you create a SEQ file?What steps specifically did you take? Link to comment Share on other sites More sharing options...
razorkid Posted December 30, 2014 Author Share Posted December 30, 2014 Yeah, I keep regenerating the .SEQ file every time I create a quest. But it's the aliases which are not filling, not the dialogue not working. It's strange, it's been happening for a long time. I'll give it another go using that method, although I think I've already done it that way before. I used wrye bash this time and still had the same result. Link to comment Share on other sites More sharing options...
yourenotsupposedtobeinhere Posted December 30, 2014 Share Posted December 30, 2014 Are you creating the SEQ in TESV? VA and AM have a thread somewhere about it not functioning, Though that sounds unrelated now.I wish I could be more help.When you open the ESM are the aliases missing from your quest?Did you try to recompile? Link to comment Share on other sites More sharing options...
razorkid Posted December 31, 2014 Author Share Posted December 31, 2014 Nothing seems to be working sadly. I really want this to be a .ESM when i'm finished with it. The aliases for EVERY single quest seems to be missing when I convert it from an .esp. Link to comment Share on other sites More sharing options...
Arthmoor Posted January 1, 2015 Share Posted January 1, 2015 You need to use TESVEdit to make this change properly. Open up your .esp in it, expand the top part, select the File Header section. On the right hand pain, right click on the line that says "Record Flags". Select edit. Check the box for ESM. Hit OK, then save the file. The reason you need Edit for this is because Skyrim (and the two Fallout games) require some ONAM subrecords to handle any vanilla record edits that get done. Without those, you will run into problems. Usually in the form of edits being ignored, which is likely what happened to you. Wrye Bash does not yet account for this so setting the flag with it is not enough for a mod you intend to distribute. Doing it in Bash is only useful for loading it into the CK to use as a master for something else. Link to comment Share on other sites More sharing options...
razorkid Posted January 3, 2015 Author Share Posted January 3, 2015 Still doesn't seem to have worked even with that method. And I have the hunch that some downloaders of my mod will encounter the same problem even when the mod is in .esp form. Link to comment Share on other sites More sharing options...
Arthmoor Posted January 3, 2015 Share Posted January 3, 2015 Sounds like something is fundamentally wrong with the file then. When dealing with aliases, testing whether or not they fill correctly is best done by marking them all as optional, then trying to trigger the quest in-game. Once it starts, see which ones aren't filled that you're expecting should be. Usually it'll be something silly like needing to mark it as "Allow Reserved" or something. Or making sure it's not trying to fill with a dead or disabled NPC etc. Link to comment Share on other sites More sharing options...
razorkid Posted January 4, 2015 Author Share Posted January 4, 2015 Changing all the aliases to optional seems to have fixed the first quest when the mod is an .ESM. Although I don't know why these specific aliases aren't filling, maybe I should reassign them or change their order? It works completely fine as an .esp. I just don't see why there would be a change when converting to .esm. Link to comment Share on other sites More sharing options...
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