NBalchemist Posted July 20, 2015 Share Posted July 20, 2015 I'm following the tutorial for creating a quest on the creation kit wiki and when it gets to the point of starting the quest when you select "Yes" in dialogue with the npc, it says to put some code in and click compile, but it's not working, even though I've been following the tutorial exactly. I keep getting this error message and I have no idea what to do. Help?Starting 1 compile threads for 1 files...Compiling "TIF__010012CF"...<unknown>(0,0): Unable to find flags file: TESV_Papyrus_Flags.flgC:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\TIF__010012CF.psc(3,0): Unknown user flag HiddenNo output generated for TIF__010012CF, compilation failed.Batch compile of 1 files finished. 0 succeeded, 1 failed.Failed on TIF__010012CF Link to comment Share on other sites More sharing options...
dominator42 Posted July 20, 2015 Share Posted July 20, 2015 I was dealing with this earlier today...If you are using skse and manually extracted to game folder there should be a "scripts" zip file in your data folder with the espsextract it into your scripts folder you are missing script files from the folder that are needed for compiling, I believe Link to comment Share on other sites More sharing options...
Mattiewagg Posted July 20, 2015 Share Posted July 20, 2015 Extract the Scripts.rar archive into Skyrim/Data. This isn't because of SKSE, it's because the latest update decided PSC files weren't necessary for most people and so packaged them away. Updating that tutorial now so it says as much. Link to comment Share on other sites More sharing options...
NBalchemist Posted July 20, 2015 Author Share Posted July 20, 2015 I extracted those files and I think compile is working now, but when I test this in game, talking to the guy and saying "yes" doesn't start the quest and I'm not really sure why. Link to comment Share on other sites More sharing options...
Mattiewagg Posted July 20, 2015 Share Posted July 20, 2015 On 7/20/2015 at 4:00 AM, NBalchemist said: I extracted those files and I think compile is working now, but when I test this in game, talking to the guy and saying "yes" doesn't start the quest and I'm not really sure why.Use SQV myQuestID to see if it's even updating the stage. If not, you know there's an issue with the GetOwningQuest().SetStage(x) part in his yes fragment. If it is, then there's something wrong with the objectives or the stage code. Bugtesting is all about narrowing down. ;) Link to comment Share on other sites More sharing options...
sLoPpYdOtBiGhOlE Posted July 20, 2015 Share Posted July 20, 2015 If it's a Game Start Enabled quest then be sure to generate a SEQ file for the quest.Anytime you edit or add dialogue to your quest then regenerate the SEQ again. Link to comment Share on other sites More sharing options...
Mattiewagg Posted July 20, 2015 Share Posted July 20, 2015 On 7/20/2015 at 4:48 AM, sLoPpYdOtBiGhOlE said: If it's a Game Start Enabled quest then be sure to generate a SEQ file for the quest.Anytime you edit or add dialogue to your quest then regenerate the SEQ again.I would have mentioned this, but the dialogue seemed to be working. But yes, if you EVER add a new stage or remove a stage; or add/remove dialogue, be sure to regen that SEQ. Link to comment Share on other sites More sharing options...
sLoPpYdOtBiGhOlE Posted July 20, 2015 Share Posted July 20, 2015 Yep I've had dialogue show, but not fire when clicked on.Once again it boiled down to the Game Start Enabled and SEQ being the problem. Most cases the dialogue won't show when it's SEQ related, but it's not always the case from my limited experience while playing with dialogues.Sometimes see the quirkiest things and would never associate it to SEQ, but it sometimes is the case. Link to comment Share on other sites More sharing options...
Mattiewagg Posted July 20, 2015 Share Posted July 20, 2015 On 7/20/2015 at 6:05 AM, sLoPpYdOtBiGhOlE said: Yep I've had dialogue show, but not fire when clicked on.Once again it boiled down to the Game Start Enabled and SEQ being the problem. Most cases the dialogue won't show when it's SEQ related, but it's not always the case from my limited experience while playing with dialogues.Sometimes see the quirkiest things and would never associate it to SEQ, but it sometimes is the case.My first move whenever something breaks is always check code>if not obvious, clean mod, regen SEQ, ensure Fuz Ro D'oh is installed. Link to comment Share on other sites More sharing options...
sLoPpYdOtBiGhOlE Posted July 20, 2015 Share Posted July 20, 2015 On 7/20/2015 at 6:33 AM, Mattiewagg said: On 7/20/2015 at 6:05 AM, sLoPpYdOtBiGhOlE said: Yep I've had dialogue show, but not fire when clicked on.Once again it boiled down to the Game Start Enabled and SEQ being the problem. Most cases the dialogue won't show when it's SEQ related, but it's not always the case from my limited experience while playing with dialogues.Sometimes see the quirkiest things and would never associate it to SEQ, but it sometimes is the case.My first move whenever something breaks is always check code>if not obvious, clean mod, regen SEQ, ensure Fuz Ro D'oh is installed. +1 couldn't agree more :) Link to comment Share on other sites More sharing options...
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