Narinha Posted August 12, 2017 Share Posted August 12, 2017 Hello, everybody! I'll start by telling you a little about this mod I'm working on. I'm making a standalone custom voiced follower. After a long time reading and researching he's finally working. All the dialogues are ok, with the proper quests made and working. I made a small dialogue quest just to start a conversation, introducing lines (like "how long have you been a warrior?", etc), before he'd be available to follow the player. It worked. Then, when the follower is traveling around with the player, other dialogue quests take place and so on. When everything was ready and working, and I was quite happy with the results, I tried to make a custom armor for him. I took some time to make it work, but it did. When the custom armor was ready... Now the problems begin: he's not speaking all he should anymore. He starts the first dialogue, follows the player and that's it. Nothing else. I event tried to remove all the conditions on the following dialogue to see whether it'd make any difference, but nothing happened. So, my two questions are: why is this happening? And can that be fixed? I'm not using any DLC with this mod. Can anyone help me please? Thank you all for your time. Link to comment Share on other sites More sharing options...
Tasheni Posted August 12, 2017 Share Posted August 12, 2017 Is the dialogue that is not spoken in the same quest? And how do you start other quests with dialogue? I presume you have made a new seq file. I have similar issues even if I'm not touching the dialogue quests, just packages or other stuff and suddenly dialogue that was said in the right moment isn't said anymore. My solution is to delete the lines, save ck, close it, open again and make it new. But perhaps someone knows a better solution. Good luck. Link to comment Share on other sites More sharing options...
agerweb Posted August 12, 2017 Share Posted August 12, 2017 Sometimes the CK can be a bit strange and forget it has seen your new dialogue. The less nuclear option to try before Tasheni's is to go into the dialogue (first make sure you have all your custom dialogue backed up somewhere) box and press save which will overwrite what's there all ready, then copy your correctly named custom lines back into the folder and redo your lip file. Check your custom voice file is named correctly, the CK has been known to change its mind! Link to comment Share on other sites More sharing options...
Tasheni Posted August 12, 2017 Share Posted August 12, 2017 thanks agerweb, that's a good tipp. It will safe a lot of time if it works. Link to comment Share on other sites More sharing options...
Narinha Posted August 12, 2017 Author Share Posted August 12, 2017 Is the dialogue that is not spoken in the same quest? And how do you start other quests with dialogue? I presume you have made a new seq file. I have similar issues even if I'm not touching the dialogue quests, just packages or other stuff and suddenly dialogue that was said in the right moment isn't said anymore. My solution is to delete the lines, save ck, close it, open again and make it new. But perhaps someone knows a better solution. Good luck. No, it's not in the same quest. The next dialogue sequence used to work correctly before I started to work on the armor. I don't see the reasons why armors and dialogues can conflict... When I'm testing the mod ingame, I often have to make a quick save and load at the same place to "activate" the new things the game doesn't see. It used to work. But not this time. As for the "make new"... toooooo much trouble... there are a lot of lines in the sequence. But thanks, anyway. ;) Link to comment Share on other sites More sharing options...
Narinha Posted August 12, 2017 Author Share Posted August 12, 2017 (edited) Sometimes the CK can be a bit strange and forget it has seen your new dialogue. The less nuclear option to try before Tasheni's is to go into the dialogue (first make sure you have all your custom dialogue backed up somewhere) box and press save which will overwrite what's there all ready, then copy your correctly named custom lines back into the folder and redo your lip file. Check your custom voice file is named correctly, the CK has been known to change its mind! I'll try that and see what happens... Although my custom voice files are all named correctly since they were working before I start to work on the custom armor. Oh my... CK bugs are very stressful. Later... So I tested the suggestion a few minutes ago. I was afraid it wouldn't work, unfortuantely. And it didn't. What happens is that not even the text appears, not just the voice sound. For example, the next dialogue sequence should start with the player saying something like "you had a question?" and the follower would speak his lines. But, this dialogue never starts, for the player never says anything. Does anyone know why? The only condition for the next dialogue sequence begins is that the preivous one ends. And, as I explained earlier, it was working before I started to work on the custom armor. I'd really appreciate your ideas. :confused: Edited August 12, 2017 by Narinha Link to comment Share on other sites More sharing options...
agerweb Posted August 13, 2017 Share Posted August 13, 2017 Then you have a different problem, particularly as you say in your last post that the text doesn't appear. That's a dialogue firing problem not a voice files problem. Something in your sequencing is wrong. Can't see its anything to do with armours so something else must have changed. If you package up your current esp with it's files and scripts and post it somewhere I will take a look. Probably worth digging out the last version that worked as well. Link to comment Share on other sites More sharing options...
Narinha Posted August 13, 2017 Author Share Posted August 13, 2017 Then you have a different problem, particularly as you say in your last post that the text doesn't appear. That's a dialogue firing problem not a voice files problem. Something in your sequencing is wrong. Can't see its anything to do with armours so something else must have changed. If you package up your current esp with it's files and scripts and post it somewhere I will take a look. Probably worth digging out the last version that worked as well. Thank you so much for the helping hand. I'll be glad if you can take a look. The mod is not finished yet, of course, and I'll send the link to you in private message. ;) Link to comment Share on other sites More sharing options...
Narinha Posted August 18, 2017 Author Share Posted August 18, 2017 Thank you guys for your help, especially Agerweb that was so willing to help a newbie. :laugh: Fixed the problem. The aliases in the quest were basically stopping the quest to run properly. Some conditions weren't meant to be there and when I removed them, the dialogues worked correctly - the texts appeared accordingly, also the voice sound. Link to comment Share on other sites More sharing options...
Tasheni Posted August 24, 2017 Share Posted August 24, 2017 Sometimes the CK can be a bit strange and forget it has seen your new dialogue. The less nuclear option to try before Tasheni's is to go into the dialogue (first make sure you have all your custom dialogue backed up somewhere) box and press save which will overwrite what's there all ready, then copy your correctly named custom lines back into the folder and redo your lip file. Check your custom voice file is named correctly, the CK has been known to change its mind! Only a short backreply: I tried it thrice this day with different dialogues that refuse to work. I tried it with a new game and seq was made. I restarted the computer. No chance. I needed to make them new. Link to comment Share on other sites More sharing options...
Recommended Posts