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Quest NPC not opening dialogue?


Dan3345

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Yeah i know that you need that condition or you risk a lot of npcs giving you that dialogue option. I was thinking more in the runs of making an npc follow you. You need some script to do that or at least something that tells them what to do.

I have encountered a bug where dialogue did not appear, this was when i were making 2 of my house mods spousefriendly, i had to delete my conditions and set them up anew, even if they were correct all the time. Deleted them, and made the exact same conditions and suddenly it worked. Might be just another CK bug.

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Well this sucks, I tried using my own voice (how disturbing it would have been on a female follower) and I recorded it properly, but still no dialogue in game, so I don't think that is the problem.

 

I guess I made a mistake somewhere with quest activators.. Guess I'll start searching through.

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Did you tick "start game enabled" in the quest data tab?

 

If not, you have to trigger the beginning in another way. Also, be sure to put NONE in the event field.

 

Also, all the dialogues must have GetIsID or GetIsAliasRef (if you defined one) and ,if you need, a GetStage pointing to the owning quest.

 

I think you want this quest to be enabled from start, but if not you can simply do this:

 

- open up the quest that must trigger your quest

- find the right quest stage and, if not already defined, define a quest item (leave it blank)

- in the fragments field, click properties

- add a new property

- set it as QUEST property and call it myQuest. Then edit the value and fill it with your quest

- now write this script:

 

myQuest.Start() or myQuest.SetStage(0)

 

You can put whatever stage you want.

 

EDIT: if you wanna send me your esp i can take a look at it. I'm a modding noob, but i'm writing a full storyline, so did 3 quests and about 200 dialogue lines already. I think i can solve your problem ;)

Edited by gasti89
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