Jump to content

Possible Bug with Quest Topic Dialog


silhouett

Recommended Posts

It may be a known issue but in the Mod I was working on I had added a condition to the WIcourier quest Dialog area so that the courier would deliver my quest start letter. It was working fine until I upgraded to the Beta. Then the Whole WIcourier quest seem broken. After troubleshooting I found that if I edit one of the Dialog's, say add a condition to one of the existing dialog's that sees my letter or add a new dialog all together under that existing topic, that is the only Dialog that the game see's in that topic and it will not use the others... It also breaks the voice from playing and does subtitles instead.If I edit all the Dialog under the same topic then the whole quest dialog works ok but with no sound only subtitles. This applies to the scripts on the dialog as well meaning if I change only one of the dialog entries and the other five I leave alone yet one

of them has a script that script wont run unless I edit it and then save my mod. Has any one heard of this Bug ?

 

I was able to verify this by using TESVSnip and removing my edits of the quest or using CK to put them back again.

 

 

Mind you I am 100% sure this should work and it was working fine before 1.6 http://forums.nexusmods.com/public/style_emoticons/dark/facepalm.gif

Edited by silhouett
Link to comment
Share on other sites

I had a similar situation when editing the Khajiit's dialogue in my mod. I solved this by creating a new faction that only my khajiit were part of and removing them from all other khajiit factions, then creating dialogue (copied, renamed and then edited) that were active only for the specific khajiit faction I had created.

 

I hope this helps you in some way....

Link to comment
Share on other sites

Thanks for that link, flommux. Eeee, it looks like 1.6 is not going to be so painless after all. Guess I will put off my mod addition until some of that gets figured out.

Sorry silhouett! If you do find a workaround, will you share with the class, pleez? :biggrin:

Link to comment
Share on other sites

Well this was the answer I got with regards to the bug effecting how my mod behaved ???

 

Hi, Charles

 

 

Unfortunately we do not provide support for any mods of such. Please note any fan made mods will cause issues to arise such as random crashes and graphic issues. We are sorry your running into this issue. Please, note any patches that are released are intended to fix the bugs or broken quest in the game, not the saved file itself. If you continue to have problems please try starting a new game to get the best results from the patches. Try removing the mods to see if you continue to experience this issue.

 

 

Regards,

Dan G.

Bethesda Tech Support

Edited by silhouett
Link to comment
Share on other sites

Ya know... I used the same trick to trigger the courier in my mod which was working for months. Just started a new character and now I get the no delivery. Anyone come up with a workaround? Doesn't seem like Bethesda going to fix this anytime soon.
Link to comment
Share on other sites

I exported the sound files I needs Fuz to wave then created my own copy of the wicourier quest and edited it as well as created a courier, Container and marker. Finally got it all to work correct, better in fact cause you can kill my courier and another one is created.
Link to comment
Share on other sites

@silhouette - sounds likes that's the way I may need to go with my mod. Read someplace else, for folks experiencing this issue with any courier, as a workaround, try fast traveling to someplace else (not the the location where you're at) and then come back. The 2nd time the courier approaches, he should give the letter. This seems to have worked with my limited testing.
Link to comment
Share on other sites

  • Recently Browsing   0 members

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