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Figuring Out Which Alias is Bad --


David Brasher

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If one alias is set up totally wrong or if one alias intermittently fails to fill for a less predictable and obvious reason, it breaks the whole quest and none of the dialog will be available.

 

Is there a way to get the CK, the game, or some other tool to point out which alias is bad?

 

It seems like there ought to be a faster and more elegant way to pinpoint bad aliases than by destructive testing in which you destroy pieces of the mod and then test to see if the quest dialog is then present.

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I guess you can tick the "Optional" flag for half of them. If your quest runs, then the bad alias must be one of the ones you changed. If the quest doesn't run, then the bad alias must be one of the ones you didn't change. Rinse and repeat till you find the culprit.

 

Of course, that's a very simplified explanation. Doesn't account for having multiple bad aliases, and you have to be aware of aliases that are dependent on other aliases being filled first (eg creating an item at another alias).

Edited by fg109
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