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And, remarkably, still modding...


DocClox

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And this despite all my dialogue suddenly turning itself off for no immediately apparent reason.

 

Apart from that, I'm still going, the dialogue is taking on a life of its own again ... I'd even go so far as to say I'm having fun.

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And this despite all my dialogue suddenly turning itself off for no immediately apparent reason.

 

The CK is wearing a gag. Remove it and it'll be fine.

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SEQ files. You need them to get a start game enabled quest to start up properly. Turns out they're a little more fragile than I expected.

 

It didn't help that the quest was plainly started, and was adding stuff to the NPCs I'd created. It just didn't initialize the dialogue.

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I just barely found out (yesterday?) that the SEQ file had to be re-generated whenever you add a new line of dialogue. Once is not enough.

 

Not doing so will still allow the dialogue, but you have to save, exit, and reload to get it to work.

 

I'm sure there's a perfectly reasonable explanation for why the developers did this.

And tomorrow we will all fly to work on giant purple hedgehogs.

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Each line of dialogue? wow. I'm sure it wasn't like that when I did all that QAYL dialogue. Then again, QAYL didn't use start game enabled quests. I'm starting to think that was a good idea :)

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Well, I mean not one generation per line, but apparently if you add line(s) in you'll need to regenerate the SEQ file.

Had some people having problems with Reward Your Followers mod, turns out that might have been the issue all along.

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Yeah, I got that.

 

Sorry, I didn't express myself very well there.

 

I'm re-jigging the quests so I have one start game enabled quest that just kicks off the other quests. Then I won't touch that at all except if I need to start another quest at the beginning.

 

That should keep the amount of SEQ generation to a minimum :)

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