krechlich Posted April 12, 2012 Share Posted April 12, 2012 I've got a little problem with the creation kit which relates to quests... So i've made a quest with the creation kit with the help of youtube tutorial videos and the creationkit.com tutorials and when i try to start the quest by speaking to the actor which i made, nothing happens. When i press E to start conversation, the actor just stands and won't start a conversation with me. Of course he says thinks like: "Need something?", "Yes?", "Hmmm...?", but the actual conversation won't start where i can pick a line what to say. And afterwards i've checked that i've done exactly the same things on the mod as if in the tutorials. One thing i had in mind which could be the problem was the sounds i've recorded, because i had read on the forums about the bugs what the recordings would cause and i made a new mod from scratch exactly the same way like before BUT i didn't record ANY sounds at all. And i know that if i dont record anything, the actor would say the line i wrote, but it would just instantly disappear after coming, because the time that the line should stay is zero. I'm not 100% sure, but i believe that that even if the actor wouldn't say a line I still should be able to choose what line i say e.g "What's wrong?" as in my mod. So does anyone know what could be wrong? There are 3 choices what could be wrong:1. The game/creation kit has a bug and needs reinstall2. Recordings3. I've made a mistake and forgotten to do something on the mod, like check a checkbox or something similar... The link to download the mod is: http://skyrim.nexusmods.com/downloads/file.php?id=14994- The ID of the quest is TestQuest- This mod doesn't contain ANY recordings i've made- The place where the actor "TestActor" is, is on the "POIPineForest20" in world space Tamriel. Just double-click the actor "TestActor" from the cell view to get to him. I would be so happy if someone would figure this out :) Link to comment Share on other sites More sharing options...
tg08096 Posted April 13, 2012 Share Posted April 13, 2012 (edited) I am just learning the CK myself, and with no experience in any of this stuff professionally, I know how frustrating it can be. Can't seem to get help on my own mod, so i might as well see if i can help someone else. Anyway, under the dialog conditions in the quest, you have used GetIsAliasRef Alias:Test Actor, but you have created an actor and placed him in the world. Your condition instead should be GetIsID 'TestActor'. Do that and delete GetIsAlias condition, then the mod should work.. *edit: I made the change, tested it, and it works. Edited April 13, 2012 by tg08096 Link to comment Share on other sites More sharing options...
gasti89 Posted April 13, 2012 Share Posted April 13, 2012 @tg08096: no, GetIsAliasRef is good for quest dialogues. I can say is better than GetISID. BUT, of course, before putting this condition, you have to set up the quest alias "TestActor". I say it's better because with GetIsID, if you decide to change the actor speaking the line, you'll waste lot of time replacing all the condition. With GetIsAliasRef you just have to change the alias target. Now, about the problem, i can't use the CK atm, but reading what tg08096 said, your problem is in the aliases. I helped one modder a few time ago, who had the same problem. Dunno if might help you: - go to Quest Stages and make sure the quest is "start game enabled" - go to Quest Stages and make sure none of the stages is tagged as "Start-Up Stage" - go to the Aliases Tab and make sure your "TestActor" alias is a "unique actor" pointing to the right reference Usually these are the common problems that make an alias not fill and the quest not start Link to comment Share on other sites More sharing options...
David Brasher Posted April 14, 2012 Share Posted April 14, 2012 Make sure that your conditions are right. Check two places. Check both the Quest Dialog Conditions under the Quest Data tab, and the conditions on each dialog info. If one little condition cannot be met, then the dialog will not be available. Link to comment Share on other sites More sharing options...
ebitnet Posted December 21, 2012 Share Posted December 21, 2012 As per krechlich, I followed the tutorial pretty much to the letter and can not get the quest to initiate. I must be missing some piece of mojo that needs to be in place. Following gasti89's advice, the NPC actor is now referenced by alias. I also double checked that - go to Quest Stages and make sure the quest is "start game enabled": YES - go to Quest Stages and make sure none of the stages is tagged as "Start-Up Stage": YES <--- shouldn't the 0 stage be a Start-up stage? - go to the Aliases Tab and make sure your "TestActor" alias is a "unique actor" pointing to the right reference: YES --the dialog conditions are really basic (and straight out of the tutorial). Still no response. Any hints?ERB Link to comment Share on other sites More sharing options...
ebitnet Posted December 21, 2012 Share Posted December 21, 2012 OK. After some trial and (a few) errors. Here's the magic Mojo needed that's not stated nearly obvious enough in the creation kit tutorial. You need to supply some prompting text to the dialog box when creating dialog. This seems perfectly obvious in hind-sight. But w/o this, your character has nothing to say to promptthe NPC actor into action. Cheers and Happy Modding,ERB Link to comment Share on other sites More sharing options...
morrowind1979 Posted April 22, 2013 Share Posted April 22, 2013 I am having this problem too and can confirm it happens totally randomly. I have successfully gotten quests to work in my mod then when I have tried to add new quests to the existing mod using the exact same method/conditions of the quest with the working dialogue and i get the same issue the NPC just says "hello can I help you with something?" I now believe as a result of this that it is a bug and a highly irritating one at that. Link to comment Share on other sites More sharing options...
Enoomnai Posted August 18, 2013 Share Posted August 18, 2013 Hey Guys/Gals, I am sort of having a problem with quest making all together, when I first got the Creation Kit I followed all the tutorials and I made basic quests, dungeons, spells, items, actors, scripts, textures, races, magic, etc...However lately Quests haven't been working for me, I try to add properties to my stages and it doesn't workat all, and the compiler doesn't work, and I also can't add diologue, it just says ERROR!I tried reinstalling the Creation Kit twice, didn't work I tried reinstalling Skyrim, didn't work.Can anyone help me? Link to comment Share on other sites More sharing options...
icecreamassassin Posted May 20, 2014 Share Posted May 20, 2014 Yep, I'm joining the ranks of the pissed off as well... I had everything working perfectly with custom voice files and everything, then when I did a mod merge and lost my voice files due to the damned merge script renaming the needed file in the ESP, I went back to default recorded dead air just to placehold it for now, but now none of my dialog in that quest works. One thing which doesn't look like you guys mention about is the SEQ file. You need to make an SEQ file when your mod uses dialog on a quest that is start game enabled. If you don't it breaks the quest. Also in response to a question above: having no sound file would in theory make dialog flash instantly and vanish to go onto the next step in the chain like followup topics, choices, scripts, etc, but it doesn't it just causes the whole thing to bomb out which is why dead air is required at minimum.... Still no answers for me though, dunno what screwed me up so badly Link to comment Share on other sites More sharing options...
brizzlebrady Posted July 19, 2015 Share Posted July 19, 2015 1. Go to Steam. Switch to the tools view.2. Find the Creation Kit, open its properties.3. Click "set launch options"4. Enter a command like this: -GenerateSEQ:pluginname.esp (Where pluginname.esp is your mod file)5. Save the changes.6. Launch the CK and DO NOT disturb it while it processes.7. go to your skyrim directory (steamapps/common/skyrim) you should find the .SEQ file8. go to your skyrim data directory (steamapps/common/skyrim/data) and create a new folder called "SEQ" (or leave it, if you already have one)9. move your pluginname.SEQ file to the new SEQ folder (steamapps/common/skyrim/data/SEQ)10. run the game This is a fix I found, I can't remember the original forum post. I was stuck on a "no quest dialogue" issue as well, this fixed it right up; I hope it works for you if you're having this problem. Link to comment Share on other sites More sharing options...
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