hfreeman Posted April 18, 2012 Share Posted April 18, 2012 I have recently started to make a quest and added a new NPC with dialogue. I tested the dialogue in game and it worked fine. However, after doing some scripting (for example enabling quest aliases) my new NPC stopped talking, making it impossible to start the quest. I have checked the conditions attached to the dialogue and they are set as they should be, but the NPC still refuses to talk. I tried adding another dialogue topic with the GetIsId condition as the right NPC but without the quest stage condition and this still did not work. Any help on this matter would be appreciated. Link to comment Share on other sites More sharing options...
AlphaWoIF Posted April 18, 2012 Share Posted April 18, 2012 I had a similar problem after following the beth tutorial for creating an npc merchant , no matter what i tried i could never get the guy to talk to me , even used a clone of another merchant still nothing. i never got an answer for this :( Link to comment Share on other sites More sharing options...
gasti89 Posted April 18, 2012 Share Posted April 18, 2012 From what i've seen in usual troubleshootings, i'll list the possible issues you could have: - for dialogue with a quest stage condition ---> you may have unchecked "start game enabled" in the quest data tab. This way the quest isn't started (is not even at stage 0) so the dialogues don't take place - you may have set one of the stages as "startup stage". Is misexplained in the CKwiki. Checking this for a stage, everytime the quests starts, it will start from this stage. So for a "start game enabled" quest, it will be at the stage tagged as "startup" as soon as you load the mod. - you may have set a conditioned alias. If the alias has a condition that makes it not exist at the beginning of the quest, the game won't fill all the aliases and so the quest won't start. To avoid this, delete that condition or check the alias as "optional" If you don't have ANY stage condition on dialogues (only GetIsID conditions), the problem is probably the quest not starting at all. So you uncheked "start game enabled" or you have a conditioned alias. Link to comment Share on other sites More sharing options...
hfreeman Posted April 19, 2012 Author Share Posted April 19, 2012 From what i've seen in usual troubleshootings, i'll list the possible issues you could have: - for dialogue with a quest stage condition ---> you may have unchecked "start game enabled" in the quest data tab. This way the quest isn't started (is not even at stage 0) so the dialogues don't take place - you may have set one of the stages as "startup stage". Is misexplained in the CKwiki. Checking this for a stage, everytime the quests starts, it will start from this stage. So for a "start game enabled" quest, it will be at the stage tagged as "startup" as soon as you load the mod. - you may have set a conditioned alias. If the alias has a condition that makes it not exist at the beginning of the quest, the game won't fill all the aliases and so the quest won't start. To avoid this, delete that condition or check the alias as "optional" If you don't have ANY stage condition on dialogues (only GetIsID conditions), the problem is probably the quest not starting at all. So you uncheked "start game enabled" or you have a conditioned alias.Thanks for the help. Link to comment Share on other sites More sharing options...
Recommended Posts