OakRain Posted November 16, 2012 Share Posted November 16, 2012 @PROMETHEUS_ts - Tes5Edit (v. 3.0.24) now has the ability to create SEQ files.It's much faster than using the CK and places the created files in Skyrim/Data/SEQ. Link to comment Share on other sites More sharing options...
Phoenixn Posted December 25, 2012 Share Posted December 25, 2012 This is all very nice - except it appears we cannot upload the SEQ to Steam Workshop. Is this true? If so, it really isn't a very acceptable solution. Thanks Link to comment Share on other sites More sharing options...
Arthmoor Posted December 26, 2012 Author Share Posted December 26, 2012 The SEQ file has to go into your BSA file. Your BSA file then uploads to the workshop with your ESP. All nice and neat like. Link to comment Share on other sites More sharing options...
Phoenixn Posted December 26, 2012 Share Posted December 26, 2012 (edited) The SEQ file has to go into your BSA file. Your BSA file then uploads to the workshop with your ESP. All nice and neat like.Yes, but in my case I have an issue doing that. Trouble is, the SEQ file cannot be added via the Creation Kit "Upload Plugin and Archive to Steam" option. When I try adding the file, I get an error message "...not a valid file type". Of course I could add the file by manually running Archive.exe, but that doesn't work in my case, because apparently the Archive utility uses a different compression method when running externally (from Creation Kit). For example, creating the archive (bsa) via the CK, my resulting file is around 92 meg. However, when running Archive.exe externally (checking Compress Archive), the file (bsa) ends up around 140 meg - which is too large for Steam! If I could figure out (or if it's possible) to achieve the same compression running Archive.exe manually as it achieves via CK, my problem would be solved. Either that, or perhaps I'm missing something that's preventing me from adding the SEQ file via CK? Thanks [EDIT] Has anyone been able to add the SEQ file via CK Steam Archive? If not, I wonder why this wasn't mentioned earlier in the description of the solution to the problem requiring SEQ? Edited December 26, 2012 by Phoenixn Link to comment Share on other sites More sharing options...
Plastrader Posted January 17, 2013 Share Posted January 17, 2013 (edited) I don't know if I should laugh sarcastically or cry out loud. The amount of ....I'm still at the "trial and error"-phase with the creation kit and this "bug" struck me badly.Skyrim is at 1.8.151.07 and still Bethesda hasn't fixed this.I have to say I'm quite dissapointed... Neither the steam work around or the "fire once with creationkit.exe" works as a sustainable solution for me. The TES5Edit tool can be used but takes a while to load, and seeing it holds a "lock" on the myroflcopter.esp you have to close that app down in order to continue your "trial and error" However!Whilst "trial and erroring" I discovered something which may be of interest.The reason to why "creationkit.exe -GenerateSEQ" from the command line doesn't work the second time is that Mr Steamy thinks he should override your launch option(i.e flag or whatnot) SoIf steam is running.:1 Kill it:2 Run the command:3 Test your stuff in game.goto 1 Edited February 6, 2013 by Plastrader Link to comment Share on other sites More sharing options...
EdjeNoh Posted January 22, 2013 Share Posted January 22, 2013 I have seen some new mods that have dialogue in them (the Vilja Companion mod for instance). Did the creator of this mod found a reliable way to fix this dialogue issue? Link to comment Share on other sites More sharing options...
Hannibalektr Posted March 4, 2013 Share Posted March 4, 2013 (edited) So, I generated the SEQ file, how do you upload it to the steam workshop along with your mod? Great my local version is fixed, but how do my patrons get it on steam? Someone please tell me how this is done! Edited March 19, 2013 by Hannibalektr Link to comment Share on other sites More sharing options...
steve40 Posted April 16, 2013 Share Posted April 16, 2013 (edited) @Hannibalektr: read post #13, silly. Apart from making an SEQ file to fix Dialogue, it's also important to remember that the flags on the Actor's Package can also affect what types of dialogue events the actor can respond to. So if you are still having Dialogue issues, check your Package. Edited April 22, 2013 by steve40 Link to comment Share on other sites More sharing options...
Guest Messenjah Posted May 2, 2013 Share Posted May 2, 2013 Hmmm, nice! Has anyone had any problems with TES5Edit method of doing this? I tried generating one for the dice game mod and it fixed the issue flawlessly. This is been a HUGE issue that has slowed my mod development up until now. The thing I worry about, is consistancies with re-generating the SEQ files. Has this been found to be relaible? I make constant updates to my mod, especially in dialogue/scripts. Link to comment Share on other sites More sharing options...
Tru3lMagic Posted May 23, 2013 Share Posted May 23, 2013 Problem still exist with latest patch? Link to comment Share on other sites More sharing options...
Recommended Posts