kraggle Posted March 24, 2012 Share Posted March 24, 2012 (edited) I spent about 12 hours with this problem guys needing to find a solution so I can quest my village mod. There are people that have figured this out as I downloaded a few mods to see the difference with my mod and other people working mods. It's actually easy now I know how and I figured it out because of this forum discussion. So thank you! The work around is just this, put all of the Quest Objectives, Quest Stages and Aliases in one Quest and any Dialogue in another. The quest breaks as stated above when you add dialogue, it doesn't matter if you do it first or wait till last, it still breaks, so just put them in different quests. What I did was have all of my dialogue for my NPC in one and this included quests, player dialogue and misc dialogue. Then put the quest on its own and just linked to it. When I did it worked perfectly! It made me happy! Edited March 29, 2012 by kraggle Link to comment Share on other sites More sharing options...
thirteenoranges Posted March 27, 2012 Share Posted March 27, 2012 Ok, my original quest with this bug was fixed by deleting and completely recreating it (It had no dialogue to begin with so that solution/cause above does not apply). But the issue is now happening again in yet another quest. I have tried deleting it and recreating it as before, but still no luck. No Log Entries showing whatsoever...if anyone has had any luck fixing it in any other way, it would be very useful to know... Link to comment Share on other sites More sharing options...
Jayonidas Posted March 29, 2012 Share Posted March 29, 2012 @thirteenoranges Did you have the problem with the quest even with no dialogue? Link to comment Share on other sites More sharing options...
Bannor9 Posted March 30, 2012 Share Posted March 30, 2012 I spent about 12 hours with this problem guys needing to find a solution so I can quest my village mod. There are people that have figured this out as I downloaded a few mods to see the difference with my mod and other people working mods. It's actually easy now I know how and I figured it out because of this forum discussion. So thank you! The work around is just this, put all of the Quest Objectives, Quest Stages and Aliases in one Quest and any Dialogue in another. The quest breaks as stated above when you add dialogue, it doesn't matter if you do it first or wait till last, it still breaks, so just put them in different quests. What I did was have all of my dialogue for my NPC in one and this included quests, player dialogue and misc dialogue. Then put the quest on its own and just linked to it. When I did it worked perfectly! It made me happy! Ok, seems like an oxymoron to me... break dialog out of main quest and enter into a different quest then link that to main quest? Seems very confusing to me. How are you linking it back? How are you actually affecting the quest stage when using dialog and not being able to directly set the quest stage from within the dialog bits? Link to comment Share on other sites More sharing options...
Jayonidas Posted March 30, 2012 Share Posted March 30, 2012 Sounds like he's got two quests going, but one of them is only used to trigger dialogue, etc. while the other handles all of the objectives and log entries. Then for events he is setting stage on the other quest along with the current one. Makes sense since the dialogue and complex scenes are the things that you don't want to have to rebuild when the quest goes bad due to this bug. Sounds super annoying and confusing, but good way around it. Link to comment Share on other sites More sharing options...
chain83 Posted March 30, 2012 Author Share Posted March 30, 2012 Just want to add that when I had this bug it was for a quest with 0 dialogue. The closest thing was a quest item placed in the inventory of a dead npc (starts dead). So my quest wasn't entirely npc free i guess... Link to comment Share on other sites More sharing options...
shishiwashi Posted August 21, 2012 Share Posted August 21, 2012 This is very troublesome. Because of this problem, I'm totally unable to create any quests. I did some tests (custom quests with dialogue) and this problem appeared in a few situations. I don't see any logic here, but maybe if we look carefully at the results together we may find an answer. 1- Whenever a added the GetIsId dialogue condition on actors that are not in the game (AKA actors that are supposed to show up during the game with codes/events and not in the beggining) OR actors from the Dawnstar Sanctuary, the file is broken (it stops showing the log entry of the quest AND the quest markers). Strangely, I had no problem with many other actors. Everything worked fine with a lot of vanilla npcs (inside and outside locations, in the wilds, etc). I thought it could be the voice type, but it isn't (it worked with most voice types, I did not test each one of them). 2- Each time I add an ALIAS that belongs to the list of 'not working npcs' (Dawnstar Sanctuary people or custom NPC's who are not in the game), the file breaks as well. I had no problem at all in any other cases, but of course I haven't tested every NPC in game. My suggestions to deal around with this problem are: Step 0: before everything, start a new quest in a new .esp file. The moment this problem shows up in a quest, the quest becomes BROKEN. Sometimes I was able to recover it, by removing every dialogue conditions and every quest aliases, but sometimes I wasn't. So I suggest you start a new quest. And for safety reasons, inside a new .esp file (although I was able to create working quests inside my old files). Then: 1- Finish creating every dialogue in your quests without adding the GetIsId condition. 2- Finish creating every quest stage of your quest, every objectives and even the quest aliases but DO NOT FILL any quest aliases (leave them empty). 3- Then save the file and create a back up of it. Check if it is working. If you followed the first 2 steps and left every dialogue without the GetIsId conditions and without filled up quest aliases, it should work. 4- After you have your back up, start testing the GetIsId conditions and the quest aliases with different NPC's. Some are going to work and some are not. If we figure out what is making some NPC's break the quest, we might be able to solve to problem. If we don't, at least we'll know which NPC's are 'broken' and cannot be used for dialogues or as quest aliases. If anyone have another solution for this, I ask for help. As I stated before, this has been very troublesome for me. Link to comment Share on other sites More sharing options...
zjw001 Posted March 11, 2013 Share Posted March 11, 2013 (edited) Hi, guys I really think this issue is caused by the save file, and also our wrong way of tesing the working in progress new made quest. I'll write what I tried and what I had in these days, to proof what I said, hope this could really help you. Encounting the Issue:At the beginning, I started a new TestMod01.esp file to do my first quest, and I followed the official CK tutorial which having 7 chapters to teach you all the Quest Design Fundamentals.I finished all the previous 4 chapters and I always tested them in the game step by step. (Which means I always enable TestMod01 in the mod manager, and then launch the game for testing.)Before I went to the next 3 chaperts, and also in order to test the quest conveniently, I did save the game in front of the quest giver NPC's home. (Acutally, you already defined 5 stages in your new made quest in the first chapter, but not finished any quest log and stage objectives yet.)http://www.creationkit.com/images/1/1f/QuestStagesTabSection.pngI tried to finish the next 2 chapter, so I could start to test all the intential logic of the quest, then I met the same issue like your guys. In the game, After I finishing talking with the NPC and started the quest, I could not see any quest log and I could not use the quest marker function, the button is always in gray. (Please notice, I'm still always enable my TestMod01.esp file when I launching the game and I used my previous save to test the game. Since I think all the new changed content of the quest will be dynamic changed, also I believed that since the save file I made is also before I started any quest stages.)I started to find the solution until I met your guys in this page. :smile: Fighting with the Issue:At beginning I tried all of your solutions in this page, but none of them are working for me. I even tried to delete all the content I made for my quest and redo everything, but still nothing working. (During these trying, I'm still always enable the TestMod01. esp, and I used the same save file to try.)In the weekend, I back to my own home (previous steps I did them in my office computer), I started redo the whole quest on my home's PC, as my new trying, but this time after all the steps, everything is working. (Actually, I always start the test from a save file not having any new quest or the quest related content, alias, and reference. But at that time I still not notice that. The reason I suddenly changed the save file for beginning the test, is because I failed to sync all the save file from steam but I really want to start to work.)Finally, everything is working and I'm so happy, then I start to be patient to sycn all the save file from the office computer, and delete some old ones, and use the newest one to test the quest and play the game again. (And the newest one is the one I saved in front of the quest giver NPC's home, the cursed one.)Then the issue come back again, and I really feel shocked. And another bad thing is, I've already deleted another save file which was working just one minute ago. But I realized this issue maybe not caused by the .esp data.So I started to do these steps to save my work:I disable my own TestMod01.esp and I launched the game. For sure I received a warning message saying I may miss some content.I loaded the save file, the cursed one.I'm standing in front of the quest giver NPC's home.I saved the game again, without my .esp file and any quest / quest related content. And I quii the game.I enable my TestMod01.esp in the mod manager again, and I started the game again.I load the new save file I just made, and I'm in front of the quest giver NPC's home.I started to talk the to the NPC and I started the quest, everything working again. Great!!! Conclusions:When you working on a quest, espeially when you tesing your quest step by step during the process, try to always use a save file which is not including any quest content or quest related content, like quest stage, quest log, quest stage objective, quest alias, related NPCs, and their dialogs.I'm still not sure what's the detail reason in the game system, but the result really showing some logic and reference you've already done in a quest will be saved in a save file. And these stuff won't be updated dynamically after you updated your quest in the editor. The game and world will consider this quest has no log and no objective for you to mark from you wrong save file.So you should always test your new made quest and all the related content by using a clear save file. Which means, we should always introduce all the new added NPCs, Items, Locations, Alias, your new quest with all these reference and logic to the game system (or the game world) together and at the same time.This doesn't mean you could not work on your quest step by step, or test it step by step. You just need to avoid save the game with any unfinished quest content, and then continue to test the new quest change content with your previous wrong save file.We should apply this working rule to all the mod working process. Even when you working on a dungeon, looks like you could dynamic add any new content even you already save the game while you are playing a finished dungeon. But maybe you already created and hided some bugs in your system by doing this. Before we actually and precisely know how the save system and plugin system working, we need to do everything clean and clear. I'm still not 100% sure what's the really precise reason of this issue. Maybe the stuff I wrote here is still super wrong, since maybe your guys encounter this issue by other reasons or steps. But at lease it's already working for me. I'll do more test and some new quest, in order to find the real missing reason or proof what I said to more real. Thank you very much indeed. :smile: Edited March 11, 2013 by zjw001 Link to comment Share on other sites More sharing options...
ANKMagicHand Posted May 15, 2013 Share Posted May 15, 2013 (edited) Hi, guys I really think this issue is caused by the save file, and also our wrong way of tesing the working in progress new made quest. I'll write what I tried and what I had in these days, to proof what I said, hope this could really help you. Encounting the Issue:At the beginning, I started a new TestMod01.esp file to do my first quest, and I followed the official CK tutorial which having 7 chapters to teach you all the Quest Design Fundamentals.I finished all the previous 4 chapters and I always tested them in the game step by step. (Which means I always enable TestMod01 in the mod manager, and then launch the game for testing.) Before I went to the next 3 chaperts, and also in order to test the quest conveniently, I did save the game in front of the quest giver NPC's home. (Acutally, you already defined 5 stages in your new made quest in the first chapter, but not finished any quest log and stage objectives yet.)http://www.creationkit.com/images/1/1f/QuestStagesTabSection.pngI tried to finish the next 2 chapter, so I could start to test all the intential logic of the quest, then I met the same issue like your guys. In the game, After I finishing talking with the NPC and started the quest, I could not see any quest log and I could not use the quest marker function, the button is always in gray. (Please notice, I'm still always enable my TestMod01.esp file when I launching the game and I used my previous save to test the game. Since I think all the new changed content of the quest will be dynamic changed, also I believed that since the save file I made is also before I started any quest stages.)I started to find the solution until I met your guys in this page. :smile: Fighting with the Issue:At beginning I tried all of your solutions in this page, but none of them are working for me. I even tried to delete all the content I made for my quest and redo everything, but still nothing working. (During these trying, I'm still always enable the TestMod01. esp, and I used the same save file to try.)In the weekend, I back to my own home (previous steps I did them in my office computer), I started redo the whole quest on my home's PC, as my new trying, but this time after all the steps, everything is working. (Actually, I always start the test from a save file not having any new quest or the quest related content, alias, and reference. But at that time I still not notice that. The reason I suddenly changed the save file for beginning the test, is because I failed to sync all the save file from steam but I really want to start to work.)Finally, everything is working and I'm so happy, then I start to be patient to sycn all the save file from the office computer, and delete some old ones, and use the newest one to test the quest and play the game again. (And the newest one is the one I saved in front of the quest giver NPC's home, the cursed one.)Then the issue come back again, and I really feel shocked. And another bad thing is, I've already deleted another save file which was working just one minute ago. But I realized this issue maybe not caused by the .esp data.So I started to do these steps to save my work:I disable my own TestMod01.esp and I launched the game. For sure I received a warning message saying I may miss some content. I loaded the save file, the cursed one.I'm standing in front of the quest giver NPC's home.I saved the game again, without my .esp file and any quest / quest related content. And I quii the game. I enable my TestMod01.esp in the mod manager again, and I started the game again.I load the new save file I just made, and I'm in front of the quest giver NPC's home.I started to talk the to the NPC and I started the quest, everything working again. Great!!! Conclusions:When you working on a quest, espeially when you tesing your quest step by step during the process, try to always use a save file which is not including any quest content or quest related content, like quest stage, quest log, quest stage objective, quest alias, related NPCs, and their dialogs.I'm still not sure what's the detail reason in the game system, but the result really showing some logic and reference you've already done in a quest will be saved in a save file. And these stuff won't be updated dynamically after you updated your quest in the editor. The game and world will consider this quest has no log and no objective for you to mark from you wrong save file.So you should always test your new made quest and all the related content by using a clear save file. Which means, we should always introduce all the new added NPCs, Items, Locations, Alias, your new quest with all these reference and logic to the game system (or the game world) together and at the same time.This doesn't mean you could not work on your quest step by step, or test it step by step. You just need to avoid save the game with any unfinished quest content, and then continue to test the new quest change content with your previous wrong save file.We should apply this working rule to all the mod working process. Even when you working on a dungeon, looks like you could dynamic add any new content even you already save the game while you are playing a finished dungeon. But maybe you already created and hided some bugs in your system by doing this. Before we actually and precisely know how the save system and plugin system working, we need to do everything clean and clear. I'm still not 100% sure what's the really precise reason of this issue. Maybe the stuff I wrote here is still super wrong, since maybe your guys encounter this issue by other reasons or steps. But at lease it's already working for me. I'll do more test and some new quest, in order to find the real missing reason or proof what I said to more real. Thank you very much indeed. :smile:you are a genius!!!! your post helps me a lot!!!Appreciate!!! Edited May 15, 2013 by ANKMagicHand Link to comment Share on other sites More sharing options...
iceburg Posted July 16, 2013 Share Posted July 16, 2013 Don't know if this will help at all, but from what I can tell the problem is that aliases are failing to be filled, which makes the quest fail to properly start. To test this, make your aliases optional and make the quest start on start up. It should start with the proper log entries. Then turn alias to non-optional and see when the quest fails to start- that will tell you what aliases need to be fixed. :D Link to comment Share on other sites More sharing options...
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