greenman19 Posted April 14, 2018 Share Posted April 14, 2018 So I've been following the tutorial mentioned in the title in the hopes of learning how quests work. I've gotten to the end of the "Basic Quest Scripting" part without issue. However, it says the quest should now be playable in full. Here's what happens though: Talk to quest giver NPC. Ask if they need help, selecting yes starts the quest (No journal stuff at this point, using SQV in console to check - it correctly prints 10). Then I go to the bandit/thief and kill him. SQV updates fine with 20 and finally with 30 when I loot the corpse for the amulet. However, upon returning to the first NPC, I don't have an option to complete the quest. I have done the Dialogue fix with the SEQ file (Is that still a problem in SE?) and I think everything else is set correctly. In summary, I can see with SQV that the quest is going through the stages fine and reaches 30. Will try and get pics to help later if I can but right now the CK crashes everytime I click on my quest dialogue bit -_-# B1gBadDaddy, on 13 Apr 2018 - 11:28 PM, said:Did you add a condition to the dialogue that the quest stage be at 30? Yes. Still no luck on screenshots now because my CK crashes when pressing the dialogue bit. I tried both == 30 and > 25. Link to comment Share on other sites More sharing options...
TheWilloughbian Posted April 14, 2018 Share Posted April 14, 2018 "Yes. Still no luck on screenshots now because my CK crashes when pressing the dialogue bit." After you have your mod loaded in the CK, go into the data folder and rename the "dialogue views" folder. That should stop the crashing. After you save your mod, remember to change the folder name back and merge it with the new one that the CK generates, being sure that you don't overwrite the newer XML. Link to comment Share on other sites More sharing options...
greenman19 Posted April 14, 2018 Author Share Posted April 14, 2018 "Yes. Still no luck on screenshots now because my CK crashes when pressing the dialogue bit." After you have your mod loaded in the CK, go into the data folder and rename the "dialogue views" folder. That should stop the crashing. After you save your mod, remember to change the folder name back and merge it with the new one that the CK generates, being sure that you don't overwrite the newer XML. Thanks, I can now view it again. Hopefully these pics will help with the dialogue issue. Link to comment Share on other sites More sharing options...
TheWilloughbian Posted April 14, 2018 Share Posted April 14, 2018 Sorry, not sure what the issue is. I never completed that tutorial. I just know enough to do some simple dialogue. I haven't played with quest items and adding/removing them from the players inventory. Link to comment Share on other sites More sharing options...
greenman19 Posted April 14, 2018 Author Share Posted April 14, 2018 Sorry, not sure what the issue is. I never completed that tutorial. I just know enough to do some simple dialogue. I haven't played with quest items and adding/removing them from the players inventory. No worries. Thanks for fixing the dialogue view anyway. Hopefully someone can aid me with the dialogue trouble. :) Link to comment Share on other sites More sharing options...
TheWilloughbian Posted April 15, 2018 Share Posted April 15, 2018 Sure thing. That's just one of those workarounds that you pick up along the way. I'm still looking for a way to generate LIP files without buying Oldrim. There's some DDL that's missing in the SSE CK,I guess, so it won't generate them. Link to comment Share on other sites More sharing options...
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