Hadok Posted February 18, 2012 Share Posted February 18, 2012 Sorry about asking again, but this is driving me insane. I've done what the tutorial on the SCK Wiki said, but it doesn't work: http://img684.imageshack.us/img684/1729/sinttulo2syh.png The dialog should be spoken until the quest reaches the first stage (the tenth) but when I try it in the game the dialog doesn't work, but it did before I added the condition. Does anybody see what I did wrong? Link to comment Share on other sites More sharing options...
darkylord Posted February 18, 2012 Share Posted February 18, 2012 The way you have it there, it should use it before you start the quest. So, have you make sure the quest isn't started already ? Also, does the npc use any other dialog instead (if yes, you should also check the conditions for that one too)? Link to comment Share on other sites More sharing options...
Hadok Posted February 18, 2012 Author Share Posted February 18, 2012 (edited) The savegame I used was created before the quest itself, so it isn't started already. I have to add that I can't get the quest started (I used the script and that all, It's posted on (http://forums.nexusmods.com/index.php?/topic/566001-log-entry-not-showing-in-game/). Also, the NPC spoke the dialog before I added the condition, the condition is applied to the first "line of dialog" spoken by the NPC. Edited February 18, 2012 by Hadok Link to comment Share on other sites More sharing options...
darkylord Posted February 18, 2012 Share Posted February 18, 2012 Just a wild guess, but are you sure you have put the right NPC in the condition ?Other than that, if you have few stages in that quest you could also try a condition of != for each stage above 10.For example if you have the stages :010203040 you could put GestStage != 10GestStage != 20GestStage != 30GestStage != 40 Of course I don't really recommend it but it's a way to test if the problem exist in that condition and possibly go around it until you figure out a better solution. Link to comment Share on other sites More sharing options...
Hadok Posted February 19, 2012 Author Share Posted February 19, 2012 (edited) Well, after some testing I found the cause of the problem. If you set the condition without the command "GetOwningQuest().SetStage(10)" being placed in the dialog, the whole dialog gets "broken". I placed it, and the dialog works properly, once you start she doesn't speak the lines marked with the GetStage condition unless I load a previous savegame (which is alright for the moment). Edited February 19, 2012 by Hadok Link to comment Share on other sites More sharing options...
Recommended Posts