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NPC Dialogue


SteveGreenFire

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the CK´s dialogue part is atm broken as of the new patch i believe. so in order for your new npc to say your new lines you must first---->Start the game and load a save while your mod is activated!----> Save your game---->load your game--->speak with your custom npc!

 

 

Yes it is that simple really! :) hope it helps !

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No, its not broken, it was changed around 1.6, they require now a SEQ file to be initialized properly. There's even a pinned post about this in the Mod Talk Forum:

 

http://forums.nexusmods.com/index.php?/topic/810472-workaround-skyrim-dialogue-bug-fix/

 

You can also create it with TESVEdit and is MUCH faster then the CK

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  • 6 months later...

I had the same problem as I where you couldn't talk to my npcs and I just found out what's wrong. Ok, at the top of the menus in the creation kit there is a time of day scroll thing, for me it was set to 10 and that meant I could only talk to the npc at 10 am, weird right? set that to 0 and it'll be fine.

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I had the same problem.

I did everything exactly like in the Bethesda Dialogue tutorial I thought, but no dialogue showed up in game at all.

 

Turned out that when I recorded my voice, I hit the Ok button to close the panel when I was done.

But you need to press the save button first or it won't work

That fixed this for me

 

What you can also try is this:

In console type sqs <yourquestid> This allows you to see which questparts are completed for current save game and that can screw things up when testing.

When for example stage 0 is set to 1 the game moves on to the next stage, even if you do a setstage <yourquestid> 0

 

To fix this do a resetquest <yourquestid> in the console.

Edited by stroot
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  • 1 year later...
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