EdguyFan Posted August 19, 2016 Share Posted August 19, 2016 Gonna try here first because I hate making whole topics for things that might be easily answered. I've been learning the CK for about a week now and everything has gone relatively smoothly. Any and all issues I've had, up to this point, have been easily resolved on my own. But I can't for the life of me figure this one out. My dialogue won't initiate. I've had this problem before--but it was the "Start Quest Enabled" bug that was the issue, and I generated the .SEQ using TESVEdit file and everything was fine again. As of yesterday, the dialogue was working. I would activate the quest-giver and she would go through the dialogue trees perfectly. Then I started to do some side-work, making the other characters, setting them up correctly, etc. I hadn't tested the beginning of the quest since probably yesterday afternoon. Then, tonight, I decided to go through the quest entirely after I had added a new objective and changed some things. I go to talk to the quest-giver, but she doesn't initiate the dialogue tree. I can't for the life of me figure out why. I've tried twice to re-generate the .SEQ file just for the hell of it. Still doesn't work. I've checked and double checked dialogue conditions, they all seem to be correct. In game, I use console commands to check and advance the stage, and she still won't talk to me. The odd thing is, despite having her alias marked as Essential, I'm still able to kill her. Before this problem, she was essential (presumably) until I completed the quest. This leads me to believe it may be an alias issue, but I'm not experienced enough to really know for sure. Can anyone give me any suggestions as to where to start? Common causes of this issue? I know it could be any number of things on my end, and it's not really solvable without more details (which is why I refrained from making a new topic) but a push in the right direction would be greatly appreciated. I would also be happy to provide any other details that may be important. 2 out of 7 times the problem has to do with a baked save, meaning information has been saved into the save file that was later altered. Have you tried using a new character, COC from the menu without any mods installed and see if the problem persists.Maybe it has something to do with the script fragments or the alias not being done correctly. Yup-- Every time I test the quest, it's a COC from the menu. It's also a completely vanilla game, with the exception of the quest mod, obviously, and an unfinished dungeon I was working on, completely unrelated to the quest. Very well could be script fragments, I did add a few in right before I tested it. They compiled and I double-checked them after I had the problem, but I'll check again in the morning. Thanks for the help, though. Any other suggestions? I figured out what the problem was! After practically deconstructing my entire quest (which I really didn't have to do) and some more deep google searching, I figured it must have something to do with an alias. I was right. When I created my new quest characters, I made an alias for each one of them--even though one hadn't placed in the world yet. Obviously, if an alias fails to be filled, the quest won't start. After I deleted the offending alias, the quest operates perfectly like it did before. In hindsight, this should have been obvious, but it's an important lesson nonetheless. Link to comment Share on other sites More sharing options...
Elias555 Posted August 19, 2016 Author Share Posted August 19, 2016 Gonna try here first because I hate making whole topics for things that might be easily answered. I've been learning the CK for about a week now and everything has gone relatively smoothly. Any and all issues I've had, up to this point, have been easily resolved on my own. But I can't for the life of me figure this one out. My dialogue won't initiate. I've had this problem before--but it was the "Start Quest Enabled" bug that was the issue, and I generated the .SEQ using TESVEdit file and everything was fine again. As of yesterday, the dialogue was working. I would activate the quest-giver and she would go through the dialogue trees perfectly. Then I started to do some side-work, making the other characters, setting them up correctly, etc. I hadn't tested the beginning of the quest since probably yesterday afternoon. Then, tonight, I decided to go through the quest entirely after I had added a new objective and changed some things. I go to talk to the quest-giver, but she doesn't initiate the dialogue tree. I can't for the life of me figure out why. I've tried twice to re-generate the .SEQ file just for the hell of it. Still doesn't work. I've checked and double checked dialogue conditions, they all seem to be correct. In game, I use console commands to check and advance the stage, and she still won't talk to me. The odd thing is, despite having her alias marked as Essential, I'm still able to kill her. Before this problem, she was essential (presumably) until I completed the quest. This leads me to believe it may be an alias issue, but I'm not experienced enough to really know for sure. Can anyone give me any suggestions as to where to start? Common causes of this issue? I know it could be any number of things on my end, and it's not really solvable without more details (which is why I refrained from making a new topic) but a push in the right direction would be greatly appreciated. I would also be happy to provide any other details that may be important. 2 out of 7 times the problem has to do with a baked save, meaning information has been saved into the save file that was later altered. Have you tried using a new character, COC from the menu without any mods installed and see if the problem persists.Maybe it has something to do with the script fragments or the alias not being done correctly. Yup-- Every time I test the quest, it's a COC from the menu. It's also a completely vanilla game, with the exception of the quest mod, obviously, and an unfinished dungeon I was working on, completely unrelated to the quest. Very well could be script fragments, I did add a few in right before I tested it. They compiled and I double-checked them after I had the problem, but I'll check again in the morning. Thanks for the help, though. Any other suggestions? I figured out what the problem was! After practically deconstructing my entire quest (which I really didn't have to do) and some more deep google searching, I figured it must have something to do with an alias. I was right. When I created my new quest characters, I made an alias for each one of them--even though one hadn't placed in the world yet. Obviously, if an alias fails to be filled, the quest won't start. After I deleted the offending alias, the quest operates perfectly like it did before. In hindsight, this should have been obvious, but it's an important lesson nonetheless. If only someone had mentioned that before, would have saved you lots of time and effort. :happy: Before my question gets buried:I think you will have to call the idle from a script if you want to use it from a lesser power. Just tried it, you might be right. How should it be called? OnEffectStart...PlayIdle? These didn't work, didn't even play the animation. Event OnEffectStart(Actor akTarget, Actor akCaster) Game.GetPlayer().PlayIdle(VoiceWhirlwindSprint) ;Debug.SendAnimationEvent(Game.GetPlayer(), "VoiceWhirlwindSprint") EndEvent Link to comment Share on other sites More sharing options...
EdguyFan Posted August 19, 2016 Share Posted August 19, 2016 Gonna try here first because I hate making whole topics for things that might be easily answered. I've been learning the CK for about a week now and everything has gone relatively smoothly. Any and all issues I've had, up to this point, have been easily resolved on my own. But I can't for the life of me figure this one out. My dialogue won't initiate. I've had this problem before--but it was the "Start Quest Enabled" bug that was the issue, and I generated the .SEQ using TESVEdit file and everything was fine again. As of yesterday, the dialogue was working. I would activate the quest-giver and she would go through the dialogue trees perfectly. Then I started to do some side-work, making the other characters, setting them up correctly, etc. I hadn't tested the beginning of the quest since probably yesterday afternoon. Then, tonight, I decided to go through the quest entirely after I had added a new objective and changed some things. I go to talk to the quest-giver, but she doesn't initiate the dialogue tree. I can't for the life of me figure out why. I've tried twice to re-generate the .SEQ file just for the hell of it. Still doesn't work. I've checked and double checked dialogue conditions, they all seem to be correct. In game, I use console commands to check and advance the stage, and she still won't talk to me. The odd thing is, despite having her alias marked as Essential, I'm still able to kill her. Before this problem, she was essential (presumably) until I completed the quest. This leads me to believe it may be an alias issue, but I'm not experienced enough to really know for sure. Can anyone give me any suggestions as to where to start? Common causes of this issue? I know it could be any number of things on my end, and it's not really solvable without more details (which is why I refrained from making a new topic) but a push in the right direction would be greatly appreciated. I would also be happy to provide any other details that may be important. 2 out of 7 times the problem has to do with a baked save, meaning information has been saved into the save file that was later altered. Have you tried using a new character, COC from the menu without any mods installed and see if the problem persists.Maybe it has something to do with the script fragments or the alias not being done correctly. Yup-- Every time I test the quest, it's a COC from the menu. It's also a completely vanilla game, with the exception of the quest mod, obviously, and an unfinished dungeon I was working on, completely unrelated to the quest. Very well could be script fragments, I did add a few in right before I tested it. They compiled and I double-checked them after I had the problem, but I'll check again in the morning. Thanks for the help, though. Any other suggestions? I figured out what the problem was! After practically deconstructing my entire quest (which I really didn't have to do) and some more deep google searching, I figured it must have something to do with an alias. I was right. When I created my new quest characters, I made an alias for each one of them--even though one hadn't placed in the world yet. Obviously, if an alias fails to be filled, the quest won't start. After I deleted the offending alias, the quest operates perfectly like it did before. In hindsight, this should have been obvious, but it's an important lesson nonetheless. If only someone had mentioned that before, would have saved you lots of time and effort. :happy: Before my question gets buried:I think you will have to call the idle from a script if you want to use it from a lesser power. Just tried it, you might be right. How should it be called? OnEffectStart...PlayIdle? These didn't work, didn't even play the animation. Event OnEffectStart(Actor akTarget, Actor akCaster) Game.GetPlayer().PlayIdle(VoiceWhirlwindSprint) ;Debug.SendAnimationEvent(Game.GetPlayer(), "VoiceWhirlwindSprint") EndEvent :pinch: Thank you for the help!! Link to comment Share on other sites More sharing options...
irswat Posted August 19, 2016 Share Posted August 19, 2016 (edited) Is there any way to detect whether an item is unique, or whether an item is craft able, by script? Hoping to help someone make their unique weapon leveler script universal to include 3rd party mods. Something like .IsUnique() that can be applied to weapon/armor formids? .IsUnique() does not exist and I know of no way to dynamically do what you want in-game in a manner that is blind to any other mod and its contents If I were to get the form or base id of a piece of armor or a weapon, is there a function like GetRecipe(), or a way to determine what is necessary to craft that item? Supposing such a function exists and is called GetRecipe(), would it return null if no recipe were found, and if no recipe were found, can it be assumed the item is not craftable and hence unique? Thanks for the help btw! Edited August 19, 2016 by irswat Link to comment Share on other sites More sharing options...
dpgillam Posted August 19, 2016 Share Posted August 19, 2016 Is there a way to alter how specific items in the HUD look?Im tagging all the ore veins in the open world, but I want the detection distance to be smaller. I dont know if I missed the instructions, misread and didnt understand, or what, but I cant figure out how to shrink some map locations and not others.Thanks in advance for help. Link to comment Share on other sites More sharing options...
lofgren Posted August 19, 2016 Share Posted August 19, 2016 Is there any way to detect whether an item is unique, or whether an item is craft able, by script? Hoping to help someone make their unique weapon leveler script universal to include 3rd party mods. Something like .IsUnique() that can be applied to weapon/armor formids? .IsUnique() does not exist and I know of no way to dynamically do what you want in-game in a manner that is blind to any other mod and its contents If I were to get the form or base id of a piece of armor or a weapon, is there a function like GetRecipe(), or a way to determine what is necessary to craft that item? Supposing such a function exists and is called GetRecipe(), would it return null if no recipe were found, and if no recipe were found, can it be assumed the item is not craftable and hence unique? Thanks for the help btw! Items are not really linked to their recipes in any way. There is no way to determine if a weapon is unique. Link to comment Share on other sites More sharing options...
lofgren Posted August 19, 2016 Share Posted August 19, 2016 These didn't work, didn't even play the animation. Event OnEffectStart(Actor akTarget, Actor akCaster) Game.GetPlayer().PlayIdle(VoiceWhirlwindSprint) ;Debug.SendAnimationEvent(Game.GetPlayer(), "VoiceWhirlwindSprint") EndEvent I used the PlayIdle() for something I was working on and it worked fine. Which idle are you setting VoiceWhirlwindSprint to? Link to comment Share on other sites More sharing options...
cdcooley Posted August 19, 2016 Share Posted August 19, 2016 Is there a way to alter how specific items in the HUD look?Im tagging all the ore veins in the open world, but I want the detection distance to be smaller. I dont know if I missed the instructions, misread and didnt understand, or what, but I cant figure out how to shrink some map locations and not others.Thanks in advance for help.Map Markers have a Radius value on the Extra tab. I'm now sure exactly what it does but I know that different locations use different values. So you can try shrinking that and see if it helps. Link to comment Share on other sites More sharing options...
Elias555 Posted August 20, 2016 Author Share Posted August 20, 2016 (edited) These didn't work, didn't even play the animation. Event OnEffectStart(Actor akTarget, Actor akCaster) Game.GetPlayer().PlayIdle(VoiceWhirlwindSprint) ;Debug.SendAnimationEvent(Game.GetPlayer(), "VoiceWhirlwindSprint") EndEvent I used the PlayIdle() for something I was working on and it worked fine. Which idle are you setting VoiceWhirlwindSprint to? VoiceWhirlwindSprintShort. I'll try medium and long but I have my doubts. Edit:Didn't work. I can't select ShoutSprintMediumStart either nor does it work with SendAnimationEvent.There's a condition under the animations, could that be the reason? Edited August 20, 2016 by Elias555 Link to comment Share on other sites More sharing options...
lofgren Posted August 20, 2016 Share Posted August 20, 2016 I think that playing the idle by script should bypass the conditions, but couldn't hurt to try duplicating it and removing them. Link to comment Share on other sites More sharing options...
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