LukeH Posted March 20, 2012 Share Posted March 20, 2012 Hi,Anyone has any idea why text replacement in my mod displays "[...]" (exactly like that with dots) after I (quick) save and load the game again?I have a quest with aliases and use a Message for text replacement.What I discovered and was a step forward was that I need to stop() the quest after I make a replacement and start() it again before doing another replacement. Unless I did that I had the problem of all the items in which I replaced the text were showing the last replacement I made after a load and also after an cell transition. Starting and stopping the quest solves the problem of area transition but still has problems after load.I studied the vanilla quests with reward letters (id WIKill04) and the thane quests with replacement in the reward weapons and I don't see what I'm doing differently thous wrong, but browsing my inventory I found that one or two vanilla reward letters http://www.uesp.net/wiki/Skyrim:WIKill04RewardLetter ended up at some point with the same problem of displaying [...] instead of the name replacements.Thanks Link to comment Share on other sites More sharing options...
SinderionsBones Posted March 20, 2012 Share Posted March 20, 2012 oh that last part is the key here. Something is just off overall.. are you sure it has anything to do with your mod you're using? do old clean saves with your mod not loaded also have this problem? Find that out and we'll see. Since it vanilla stuff also, it's weird. Even after the radiant quests end they keep the replaced text for the stopped instance of their quest right? I'm pretty darn sure that's the case. Link to comment Share on other sites More sharing options...
LukeH Posted March 20, 2012 Author Share Posted March 20, 2012 In my mod (is a mod I make, wip, not one I use) it always happens with all the replacements I made. With the reward letters I found the issue on 2 letters out of ~15 I have, I read somewhere that putting those letters in the bookshelves causes this but I can't remember if I did that that at some point for the letters with the issue.What I still do differently from WIKill04 quest it that I use papyrus start() for quests, not the radiant quest events like onStoryKillActors() but we both use the stop() function. I don't remember how the thane quest does it but there is individual quests for each hold anyway. Link to comment Share on other sites More sharing options...
LukeH Posted March 27, 2012 Author Share Posted March 27, 2012 Cause I really ran out of ideas, have very little time to work on this lately and this still bugs my scripts I decided to upload the latest work with papyrus sources.Named Souls In Gems WIP: http://skyrim.nexusmods.com/downloads/file.php?id=12510Please give it a look if you wish and please let me know if you figure out what I'm doing wrong that the names won't stick after save/load.Thanks Link to comment Share on other sites More sharing options...
LukeH Posted April 1, 2012 Author Share Posted April 1, 2012 Seems that using the new feature in the last update of CK (Quest Stages Tab -> Keep Instance Data From Here On) solved this so I guess I was fighting all this time with a engine issue.I don't know if I should thank Beth for the update or be mad because of all the time I lost on this. I uploaded a new version of the mod, so check it out if you wish Link to comment Share on other sites More sharing options...
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