skibo316 Posted October 17, 2012 Share Posted October 17, 2012 So I have an awesome new world mod I have been working on for about 6 months that I am planning on releasing in the near future. Well I was. There more I added to the mod the less things would work. Scenes and scripts that Once worked would no longer run and dialogue would no longer play. I have discussed the issues with the creation kit and skyrim with a few members already. I just want to get your take on it. Has anyone figured out how to get everything to run smoothly? Hope patch 1.8 fixes it finally. Link to comment Share on other sites More sharing options...
EnterSevenSeven Posted October 17, 2012 Share Posted October 17, 2012 (edited) I'm having the same problems with my large quest mod that I recently updated. After three days of testing and trying to figure out why stage triggers would fail, scenes would stall, and properties on TIFs would not initialize, I concluded it was all related to the same bug. I and several others are able to play without problems, but there are a lot that are experiencing the issues. Seems to be affecting players at random. More information on the bug in this thread on the Bethesda forums. v1.8 beta testers are saying it hasn't been fixed. Hopefully a CK update may help. Edited October 17, 2012 by Enter_77 Link to comment Share on other sites More sharing options...
dfac364 Posted October 18, 2012 Share Posted October 18, 2012 wish i had an answer, i cant even get my ambient lighting to show up or my aliases to trigger, ive pretty much given up on the CK and moved to moddeling Link to comment Share on other sites More sharing options...
LittleBaron Posted October 18, 2012 Share Posted October 18, 2012 If you and/or your testers are playing through portions of the mod and making saves while it is being worked on, you're going to have problems. In other words, each time you test a mod after making changes, you have to start from the beginning, on a save that was made before your mod was ever installed, in order to accurately test new aspects. It's a huge pain in the butt, but necessary to avoid spending hours trying to fix things that aren't really broken. In my experience this is especially true when you are working with scripts... it seems to be safe to change the source code of a script 'between' saves, but if you add or change properties, the script will almost always not behave properly. Link to comment Share on other sites More sharing options...
skibo316 Posted October 18, 2012 Author Share Posted October 18, 2012 After jumping in and out of my trigger it finally fired. This leads me to believe a lot of these bugs... Dialogue, Scenes, Scripts, etc are being broken due to lag. This is why a load cycle via save and load fixes some dialogue for people. Its hard to do everything right and have it not work haha Link to comment Share on other sites More sharing options...
skibo316 Posted October 20, 2012 Author Share Posted October 20, 2012 The dialogue bug has been fixed.... http://forums.bethsoft.com/topic/1417941-dialoguequest-bug-solution/ Still experiencing problems with some scripts no longer working when altered Link to comment Share on other sites More sharing options...
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