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Fun times messing with player dialogue in CK


ePrinn

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Hello, new friends.

 

I know it is bad manners to introduce myself to a community by requesting help, I hope this is not too rude of me. I am shy.

 

I am trying to do a player dialogue overhaul mod for SSE, as my first ever mod. I have been working on this about a week now with minimal progress, it is going to take a long time! This is okay. And my test runs of what I've done so far are working, so this is encouraging. I am very pleased.

 

But! The biggest annoyance is that when I go into the CK Quests tab and go through all the many many MANY entries, only a very small number have anything in the Player Dialogue and I don't know how to tell which ones.

 

I mean I can *kind of* tell, the ones that have the ActorDialogueEvent label, or whatever it is, usually do not. And the ones that have 'Dialogue' somewhere in the actual title (or have a specific quest listed) will usually have player dialogue for me to butcher.

 

But this is not always the case! Sometimes lines will be sneaked in somewhere in an entry that has no visual indication that lines will be there! All I can really do, to ensure I find them all, is manually go through every damn line in the Quests category, which is EXCRUCIATING.

 

I will do it if I absolutely have to, I am strong of spirit. But I feel that I am doing this in the most inefficient way possible. I am a total CK newbie and only ever used it before to convert other people's Oldrim esps to SSE for personal use.

 

I have googled for this problem but do not know which exact terminology to use, and came up empty. All my information comes from creationkit.com and I cannot always tell which page is telling me relevant things.

 

If you can help me, I would appreciate your expert advice. If you cannot then that is okay, thank you for reading my post.

 

-Prinn

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There's two other places that shows player dialogue.


Goto the Character menu and choose Edit Player Dialogue. It will likely take a bit to open. You can sort of filter using the left side choices to pick type of dialogue and which quest it's from. It is a bit misleading as it's not just the 2-way interaction dialogue but also the hellos, and favor responses and stuff like that.


The other is on the Character menu choose Filtered Dialogue. This might be more what you're looking for. It won't show you only quests that have dialogue, but it may allow you to go through them in a faster way.

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Thank you for this good help, friend. These are both exactly what I wanted and they show a lot of stuff that I'd otherwise have to go grubbing through a bunch of menus to find (like 'Prompt' dialogue). It would have taken me forever to find this even though both Dialogue drop-downs are right there.

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I have a problem! This started happening directly after I posted this thread. I have been trying to fix it myself but it refuses to be fixed.

 

I do not know what triggered this, but after I'd been editing and saving for a couple of days with no issues, I suddenly started getting this error when I saved.

 

Pointer value cannot be cast as NumericID : Size bust BSUInt32.
The more I edited over the next two days, the more of these errors I would get, and now 23 of this same message pop up each time I save. I do not know how much I should care about this.
Googling the error brought me to a bunch of people with problems creating constructable objects, which is not what I have been doing. Only one result pertained to dialogue:
...and in particular, this response:
When you are setting up conditions and picking expressions from the drop-list, there is this glitch in the CK that if you don't re-click on the expression, the CK doesn't properly register that you have selected that expression. So even though you "see" the expression text in the condition, the game sees it as "blank" and things stops working correctly. You need to be a little "OCD" and re-click on anything you select in the condition fields to ensure that the CK "sees" your selections correctly. I hope that my explanation makes sense.

 

I have not been touching the conditions or expressions at all, but this is the best lead I have. I think that this person means I should go into the window that has the issues-causing dialogue, and double click all the stuff in the Conditions window, and click okay. This has not made any of the errors stop happening.
I do not know why this error generates sometimes and not other times, or how important it is... has anyone encountered this before, with regards to dialogue-related actions?
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I have NEW INFORMATION of this error, because I am very smart and have been very busy.

 

I do not know if anyone is still desirous of helping me solve this error (if even necessary?) at this point, since this problem is annoying and my posts are long. But perhaps some other modder in the future will read this and find it helpful in some way.

 

I made a brand new mod from scratch to do testing with, and after messing about a bit I managed to generate another 18 of the aforementioned error messages. I know which lines of dialogue (I don't know what to call them... topics? branches?) are generating it now.

 

 

 

Things they all have in common:

 

They are all related to purchasing land/house deeds from jarls/stewards, or to adoption dialogue where the player directs the child to their new house.

 

Each one of these lines seems to be generating 2 errors each, so that's 18 errors from 9 lines of dialogue.

 

The errors are generated as soon as I edit the Prompt window that is assigned to the Topic window.

 

Each line has an entry in the 'Share Response Data From Info' box, ie. RelationshipAdoptable_AskConfirm. Most dialogue lines leave this box at the NONE default. Could be coincidence I guess.

 

 

 

Still haven't found a way to fix the errors. Clicking around on the conditions does nothing.

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Hello again, friends.

 

IDK if I should have made a different thread for this, but anyway, I have a different question about player dialogue.

 

It's difficult to get a real sense of how some of the dialogue trees flow exactly, so I'm trying to get the Dialogue Views window happening.

 

https://www.creationkit.com/index.php?title=Dialogue_Views_Tab

 

But when I navigate through it from a dialogue Topic, I get an error saying, "Could not get the FlowChart class object".

 

I thought that perhaps I was supposed to just make the trees myself, as a visual aid, but then I also get an error saying "Dialogue view editing will not be available as the FlowChartX DLL failed to register successfully." And then everything is greyed out and I can't mess with it.

 

This happens even with the quest used in the example image on that page. Is this normal in CK, or do I have something weird going on?

 

I advance-thank you for any light you may shed on this.

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I can't tell much about the errors because I use Creation Kit for old version of Skyrim and never used Dialogue Views.

 

But I have a tip for finding where a dialogue is - in Creation Kit menu File / Export / Dialogue, Topics - this dumps a text file with all game dialogues, so you can search for whatever interesting subtitle you want to find.

 

Or you can use one of the voice finding tools (Lazy Voice Finder or Voice File Reference Tool).

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Thank you for your advice, friend. I have enough ways to find dialogue lines now, I think, but it's always nice to have extra options.

 

Yeah, I don't think anyone knows much about those errors. They are the BANE OF MY LIFE and I get like 33 of them now each time I hit save, and the only thing I know about them for sure is that they happen when I edit some dialogue prompt-lines, and not when I edit others. I hope they don't cause problems in the game, because I haven't been able to playtest them yet.

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What errors?

 

The errors I refer to are mentioned further up this page, friend.

 

 

TL;DR - The error "Pointer value cannot be cast as NumericID : Size bust BSUInt32" pops up when I save, and seems to generate sometimes (not always) when I edit a Prompt section of player dialogue. It seems related to scripts and/or player choices in some way. I don't know how to fix it.

 

Currently, hitting the save icon generates around 60 versions of this error. Have not been able to properly test whether this causes gameplay problems.

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