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Been out of the loop: Did they ever fix that one Quest Dialogue bug?


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A ways back I tried to make a small quest mod for Skyrim Special Edition, complete with dialogue recorded. Well, sadly, it seems that the creation kit didn't much care for that, as there was some generally confusing bug that broke the quest because the dialogue wouldn't work right or something. This was an issue that could easily enough be fixed by making the quest in not Special Edition Skyrim and then importing it over, but I don't have the patience or free PC space to have TWO versions of Skyrim installed at once when I'm only gonna use one of them for anything of note.

 

So... did this issue get fixed? I've been out of the loop, so I dunno.

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SEQ files are still needed since the need for those is not a bug, it's a feature change from the old days of LE Patch 1.6.

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It's a "feature" of the game that dialogue in mods doesn't show up until after the player saves the game and reloads it for the first time, even if the quest containing the dialogue is flagged to run at start-up.

 

- unless -

 

you create a special file called a sequence file to accompany the esp (or esm or esl as may be). I has the same name as the plugin but with the extension .seq and it goes in the Data\Seq folder. It actually contains a list (i.e. sequence) of all the formids of the quests in the plugin that are flagged to run at startup. The game looks for seq files when it loads and uses them to kick-start the dialogues.

 

It is possible to generate seq files using the CK with a command-line parameter but it's easier to use SSEEdit which has a menu command for doing it.

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Aah, I see. So, just to make sure I have this understood from what I'm seeing here: If I want my quest dialogue to appear in-game, I have to re-load after entering the game, unless I use SSEEdit to make a SEQ file. But if I want LIP files for lip syncing, I have to install the old version of skyrim and the old creation kit, make my quest there, then import it to Skyrim Special Edition.

 

That about right?

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Aah, I see. So, just to make sure I have this understood from what I'm seeing here: If I want my quest dialogue to appear in-game, I have to re-load after entering the game, unless I use SSEEdit to make a SEQ file. But if I want LIP files for lip syncing, I have to install the old version of skyrim and the old creation kit, make my quest there, then import it to Skyrim Special Edition.

 

That about right?

Yup.

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Aah, I see. So, just to make sure I have this understood from what I'm seeing here: If I want my quest dialogue to appear in-game, I have to re-load after entering the game, unless I use SSEEdit to make a SEQ file. But if I want LIP files for lip syncing, I have to install the old version of skyrim and the old creation kit, make my quest there, then import it to Skyrim Special Edition.

 

That about right?

Yup.

 

Disgruntling... but I've had worse. Thanks for the info.

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