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[LE] Dialogue Won't Load For My Quest Even After Saving And Loading


Cheyron

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I can put an OnInit even in my quest script and i know for a fact it loads and is running. Yes all my dialogues will not load. I had it working before and I even have a save where I had gotten the dialogues working and if I load those saves everything works fine but if I load a save prior to my mod being installed, nothing I do will get the dialogue to show up. I know the quest is running and the stage is correct for the dialogue to show up. I have generated an SEQ file in tes5edit for my mod. Like I mentioned before, this mod works fine checking conditions on a save where the dialogues were previously working... like something in the game had already triggered them to load but on a clean save i simply can't get it working. What could I possibly be missing that on a clean save I can't get my dialogue showing up when all conditions are met. And I know the conditions work because it works fine on another save.

 

Is there a checklist i need to go through to make dialog show up... what are the steps? Thanks if anyone can offer help.

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Try this:
Load that save that hasen't seen your mod, and make a "New Save", now load that "New Save".

 

 

it's a weird problem because I used to be able to load my plugin on a clean save then I would save my game and then I would load my game and dialogue would work no problem. Now I do the exact same thing and it wont show dialogue no matter how many times I save and load. And yet I can load a save where the quest is working and it works perfectly, it simply will not load my dialogue on a clean save. It is ridiculous. Could alias refs be an issue?? I am thinking this problem only started after i added some new quest aliases that i am filling with "Forced: NONE" Later in the quest, in a script, i actually fill the refs myself with the function ForceRefTo(akSpeakerRef) which I do in a topic fragment.

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Yeah that was what my problem was. I guess I needed to mark the aliases that i was filling with none (for later use) needed to be marked as optional for the quest to start... well i learned something new, thanks for the help even though i explained the problem poorly. I am new to this and didnt even notice the optional checkboxes until now.

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