Expresate Posted February 12, 2012 Share Posted February 12, 2012 I released a mod a little while ago, and two people have reported the NPC it adds not initiating dialogue with them. It works fine for me, so I can't reproduce it or find out what could be causing it. I don't have much experience with the CK. Anyone know what could be doing this? I'd like to get a fix out asap. Thanks. Link to comment Share on other sites More sharing options...
Expresate Posted February 13, 2012 Author Share Posted February 13, 2012 (edited) Nobody knows anything about what could do this? Because I really don't like the idea of having people download a mod that may or may not work. Edited February 13, 2012 by Expresate Link to comment Share on other sites More sharing options...
kromey Posted February 13, 2012 Share Posted February 13, 2012 Can you give us a link to the relevant mod, and tell us specifically which NPC has the issue (and which dialogue isn't working)? I can't think of anything off the top of my head that could account for this, but maybe once we can see your specific mod and pick it apart someone can find the issue. Link to comment Share on other sites More sharing options...
Expresate Posted February 13, 2012 Author Share Posted February 13, 2012 http://skyrim.nexusmods.com/downloads/file.php?id=9244 That's the mod. The NPC is the only NPC it adds - Nicks-The-Ear The Dialogue Quest is BRM01 and the NPC ID is Knickstheear. Link to comment Share on other sites More sharing options...
kromey Posted February 14, 2012 Share Posted February 14, 2012 I'll try to pull it apart and have a good look-see under the hood after work (although I've got my own project to see to as well, so no promises), see if I can help you find the issue -- does seem that quite a few people are all having the same problem. As an aside, might I suggest adding a script that runs before the showracemenu command to GetAV all of the character's attributes, and then afterward SetAV all of them back to where they were? This would preserve all stats and make the whole thing cosmetic-only, including not granting racial skill bonuses (although racial powers I think the player would still get -- you could probably work around that in a similar way, too, though). You might also be able to UnequipItem() and then EquipItem() to fix the enchantment effects not working properly, although you'd have to find a way to enumerate all the equipped items and then walk through the list, two things I have yet to figure out how to do with Papyrus. Actually, you might want to UnequipItem() before the GetAV(), and EquipItem() after SetAV(), just in case enchantment effects muck with that stuff (I'd be surprised if they did, but then again it wouldn't be the first thing in this game that works entirely counter-intuitively). Link to comment Share on other sites More sharing options...
Expresate Posted February 14, 2012 Author Share Posted February 14, 2012 (edited) Yes! Thanks for even just offering to look into it! Seriously, it's been bothering me like you'd never believe. And those last two ideas I had definitely thought of before! Thanks for giving me some specifics! Although, I'm not sure where I'd put the scripts. Obviously the unequip and GetaAv would go in the end dialogue script, but where would I place the SetAV and equip? Would I have to make a new script that somehow reads when the user exits the racemenu? I have very, very little experience with Papyrus or any language like it. And would it be possible to somehow record the items that are unequiped, save them into some sort of variable, and then just equip all of the items in that variable? Or. You get what I mean. Edited February 14, 2012 by Expresate Link to comment Share on other sites More sharing options...
QaxeIsKaze Posted February 13, 2014 Share Posted February 13, 2014 Did you ever get an answer to this? Look up how to make a .seq file. TES5Edit is the easiest way I found to make one. http://forums.steampowered.com/forums/showthread.php?t=2973655 Link to comment Share on other sites More sharing options...
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