Jump to content

1.6, the courier's dialog and you


Recommended Posts

One of my mods added a single line of conditions to the courier's dialog that made him say a custom letter came from a specific vanilla NPC.

 

It was reported to me by a 1.6 beta tester, and I experienced it myself once the patch came out yesterday, that my mod was breaking the courier's function (he would say he had something for you and then the dialog would just stop, letter undelivered).

 

Although I cannot see a change made to either the courier quest or dialog in the patch anywhere, removing the dialog reference to it with TesVSnip fixed the issue in my mod.

 

I am posting since I can only suspect that anyone who made a mod that touched the courier's dialog in any way will get the same reports.

Link to comment
Share on other sites

It's not specific to the courier's dialogue--mods that edit any vanilla dialogue are causing the quests associated with that dialogue to fail after the 1.6 update. (For example the Unofficial Skyrim Patch, which fixes many typos in dialogue, has been hit hard by this.) Bethesda have been made aware of the issue and they will hopefully be issuing a further patch sooner rather than later.
Link to comment
Share on other sites

Is there a reason all of a sudden the courier shows up in his dirty underwear with patch 1.6? he does show up wearing clothes but not everytime. And no it's not a new mod and i have none that touch the courier lol.

 

Odd though about dialogue and him i dont have any mods that affect his dialogue or any vanilla dialogue for that matter and he came up and said he has a letter then just stood there, couldn't talk to him without him repeating and he wouldn't go away. yeah i restarted the game and it worked.

Link to comment
Share on other sites

Is there a reason all of a sudden the courier shows up in his dirty underwear with patch 1.6? he does show up wearing clothes but not everytime. And no it's not a new mod and i have none that touch the courier lol.

 

Odd though about dialogue and him i dont have any mods that affect his dialogue or any vanilla dialogue for that matter and he came up and said he has a letter then just stood there, couldn't talk to him without him repeating and he wouldn't go away. yeah i restarted the game and it worked.

 

That's happened to me before without the patch. Check my screenies lol.

Link to comment
Share on other sites

This is 2/3 as bad as the navmesh bug. The courier is just the perfect thing for quest mods and such.

 

Anyway, a little thread hijacking (IF you dont mind, though i believe the main thing has been answered already), does somebody knows what happens if you have two different mods who add two new conditions to the dialogue of a single character? (particularly, two mods who use the courier for delivering something).

 

If the whole dialogue gets overwritten (which i suspect it works that way since if im not mistaken, the entire dialogue tree gets saved in the .esp if you modify something), that could potentially break lots of mods. That could be "fixed" ( "fixed" as in "implemented in a more change-friendly way" ) i hope...

Link to comment
Share on other sites

@ uberman123: I am sure you can engineer your own courier, it's just a lot of work that wasn't necessary before. Since I can live without the courier mentioning my NPC by name, I'm just not gonna bother, for now.

 

@ Eltecu: Wouldn't one copy just over-ride the other? That's the premise I was going on. I didn't get any complaints about this happening untill the 1.6 beta patch was out, and surely someone had my mod and at least one other mod that used the courier and changed his dialogue... but who knows.

 

It might be possible that people who edit vanilla dialogues *after* the 1.6 patch will not encounter this problem. My suspicion is that some ref id's were changed by the patch, and then dialogue from mods that changed originals caused working duplicates in game. I know that from experience, having scrapped an old dialogue and started over, it caused inexplicable bugs in game until I deleted the old dialogue completely with tes-snip. But, why bother 'fixing' my dialogue this time if the next patch just breaks it all again? :biggrin:

Link to comment
Share on other sites

Can you just make your own courier, or is he irreplacable through some scripting oddity?

I could do that, but using the existing courier is SO easy that it hurts. ie, you only have to do two things. Make a script that adds the item you want to be delivered to the courier's container (its a single function call) and make a dialogue branch for that item in the courier's dialogue. Thats it.

 

The courier's scripting is kinda complex, you have to check for the player entering in the main cities, a radius around him, make the courier appear, make an AI package that follows him, remaking the dialogue tree, etc...

 

@ Eltecu: Wouldn't one copy just over-ride the other? That's the premise I was going on. I didn't get any complaints about this happening untill the 1.6 beta patch was out, and surely someone had my mod and at least one other mod that used the courier and changed his dialogue... but who knows.
Thing is that for all i know (as DreamKingMods pointed out) 1.6 broke all dialogue editing. It doesnt matters if two mods alter the same dialogue or not, the dialogue that the mod touches will be broken (check the official CK forum).

 

Besides that point, i suspect that even if the dialogue wasn't broken, you could "break it" anyway by having two mods altering the same dialogue tree (by "break" i mean that only the changes of the latest loaded mod are effective in the dialogue tree).

 

Im not sure though since its been ages since i played and/or modded Skyrim. But it revolves around how the CK stores dialogue trees. If it just stores the new dialogue branches and it's links in the esp, you could add up several mods that add, say, new topics to a single character. BUT if the CK just stores the whole dialogue tree in the esp, then the whole thing will be overwritten.

 

Which is plain bad. Say that a modder wants to add another furniture upgrade to Honeyside and like my Blacksmith's hideout, uses the steward for buying it, now the steward would only offer the upgrade dialogue for the mod that is latest in the load order only.

Edited by eltucu
Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...