aurreth Posted January 19, 2022 Posted January 19, 2022 15 minutes ago, Zaflis said: There were no bugs in the cinematics section, i started all the way back from delivering the sword at Dragon's Bridge. But same as before, Sona and Katarina are sitting at table and not responding. UIExtensions 1.2.0, PapyrusUtil AE downloaded 12 Jan 2022. Don't know what other mods you could be relying on. The original mod is written for LE, and converted to SE. You may be running in to an AE problem. Try getstage Laura_SQ09_Quest and let me know what it says.
Zaflis Posted January 19, 2022 Posted January 19, 2022 (edited) 33 minutes ago, aurreth said: Try getstage Laura_SQ09_Quest and let me know what it says. GetStage >> 1000.00 Also tried sqv instead of getstage and at top the Script state = "" Edited January 19, 2022 by Zaflis
aurreth Posted January 19, 2022 Posted January 19, 2022 22 minutes ago, Zaflis said: GetStage >> 1000.00 Also tried sqv instead of getstage and at top the Script state = "" The script is stuck at the end of the dream sequence and the shop trigger isn't firing. Try exiting and reentering the shop. If that doesn't work try: Exit the shop SetObjectiveCompleted Laura_SQ09_Quest 1000 1 (May want to wait an hour of game time for the quest to catch up) Enter the shop, see if it works. If still stuck, setstage Laura_SQ09_Quest 1010. If still stuck, use the console to disable then enable Sona. if still still stuck, try setstage Laura_SQ09_Quest 1015. 2
1337DragonWolf Posted January 19, 2022 Posted January 19, 2022 14 hours ago, Civilizer said: Greetings. I have been enjoying my play through of this mod - its a good one! However, I seem to have run into an unavoidable block with the quest Origin. Quite simply: it won't start. I receive the notice that the quest has started and that I am to now touch the totem. When I do - my screen goes black and freezes. A very frustrating form of a CTD. I have looked for anyone else that has had this problem but there doesn't seem to be anyone. Google did not provide any joy as well. Anyone have any suggestions? Does anyone know the Quest ID and stages so I can move the quest along? I would like to progress properly through the quest chain but at the moment my play through appears done. TIA! EDIT: Forgot to mention: SE version 3.32 There's a mod for LE that fixes the infamous infinite loading screen bug. Perhaps you could look into a solution for SE?
Zaflis Posted January 19, 2022 Posted January 19, 2022 26 minutes ago, aurreth said: Thanks, that's very detailed. This is steps i had to do: Exit the shop SetObjectiveCompleted Laura_SQ09_Quest 1000 1 (May want to wait an hour of game time for the quest to catch up) Enter the shop, see if it works. If still stuck, setstage Laura_SQ09_Quest 1010. And then Sona and Katarina started talking and it led to the end of Origin. I did also figure from script it should have reached 1015 in order for Sona to become active but i'm still too modder newbie to know where or how that trigger works, or should work...
aurreth Posted January 19, 2022 Posted January 19, 2022 15 minutes ago, Zaflis said: Thanks, that's very detailed. This is steps i had to do: Exit the shop SetObjectiveCompleted Laura_SQ09_Quest 1000 1 (May want to wait an hour of game time for the quest to catch up) Enter the shop, see if it works. If still stuck, setstage Laura_SQ09_Quest 1010. And then Sona and Katarina started talking and it led to the end of Origin. I did also figure from script it should have reached 1015 in order for Sona to become active but i'm still too modder newbie to know where or how that trigger works, or should work... So 1010 worked? Yeah, for some reason the shop trigger didn't fire. I'll take a look. In general setstage isn't useful (probably lol) for Origin because the quest is more about the main script triggering scenes (which is a different construct within a quest, basically a kind of cinematic). But when you get towards the end it moves into more of a standard stage structure. I had the thought that it might be a glitch caused by AE and me not recompiling anything but the main Origin quest script, but there is no fragment for 1010. I'll take a look at the specific trigger, see how it is set up and fired.
xxjaltruthxx Posted January 19, 2022 Posted January 19, 2022 7 hours ago, Laura said: If they do work in other mods, something could be wrong with the install of LBS. Are you using the correct version of the mod? Like the SE version for Skyrim Special Edition. Using Normal v3.32 on LE
Laura Posted January 19, 2022 Author Posted January 19, 2022 5 minutes ago, xxjaltruthxx said: Using Normal v3.32 on LE No clue why they don't work for you. Most devices are just the normal ones copied over and those from the tie me up option really are just regular devices from DD. What version of DD are you using?
xxjaltruthxx Posted January 19, 2022 Posted January 19, 2022 10 minutes ago, Laura said: No clue why they don't work for you. Most devices are just the normal ones copied over and those from the tie me up option really are just regular devices from DD. What version of DD are you using? DDA 3.0e and LE 5.1.7 per this mods requirements
Zaflis Posted January 19, 2022 Posted January 19, 2022 21 minutes ago, xxjaltruthxx said: DDA 3.0e and LE 5.1.7 per this mods requirements Recheck requirements, DD 5 is linked there. Standalone DDA 3.0 is part of old DD 4. 2
aurreth Posted January 19, 2022 Posted January 19, 2022 (edited) 1 hour ago, aurreth said: I'll take a look at the specific trigger, see how it is set up and fired. So the trigger is a "box" just inside the shop door. Now I suspect what you are actually supposed to do is place the defaultSetStageTRIG object (the "box"), and then set the properties for defaultSetStageTrigSCRIPT to trigger your quest stage. Once that stage is triggered the "box" is disabled automatically by the default script and you don't encounter it again. Laura... didn't do this. She instead uses the same trigger box for two quests, disabled the default script in favor of her own, and which stage gets triggered depends on which quest is active. Canonically this should have been handled using two separate trigger boxes that overlap and start disabled. The main quest scripts for SQ07 and SQ09 should enable the correct box, and the default box script disables the trigger once it fires. Disabling before needed and after firing is important, to keep the trigger box and its script from running constantly and checking every single time the player enters and exits the shop. Please understand I'm not dissing Laura on how she set all this up. Her solution lets one trigger and script handle multiple quests, with room for expansion. But it probably could use some tweaking. Right now that particular script, small as it is, is always running when it doesn't need to be, and it could use some additional error checking. Sooooo, yes, I could "fix" it. But at the moment I'm more inclined to hold off and see if this is a recurring problem, or specific to @Zaflis for some reason. If there are more reports I'll talk to Laura about possible fixes. It might be something as simple as increasing the size of the trigger box to make sure it has time to register the player (I've run into that in Fallout 4 a time or two). Edited January 19, 2022 by aurreth fixed formatting 1
xxjaltruthxx Posted January 19, 2022 Posted January 19, 2022 11 minutes ago, Zaflis said: Recheck requirements, DD 5 is linked there. Standalone DDA 3.0 is part of old DD 4. thanks Ill try it
aurreth Posted January 19, 2022 Posted January 19, 2022 On 1/18/2022 at 11:19 AM, Laura said: I haven't seen that many reports of SE working with the fix. Only a few. Do you think it definitely fixed it? Ok, there, switching to the fix solved @Zaflis problem with the dream ? The shop door trigger not firing is a separate issue (and could possibly be a one off that doesn't require a general fix).
xxjaltruthxx Posted January 19, 2022 Posted January 19, 2022 19 minutes ago, xxjaltruthxx said: thanks Ill try it Using dd 5.1 now and its still not working
aurreth Posted January 19, 2022 Posted January 19, 2022 6 minutes ago, xxjaltruthxx said: Using dd 5.1 now and its still not working Try cleaning your save to remove any old DD4 stuff left in there.
xxjaltruthxx Posted January 19, 2022 Posted January 19, 2022 1 minute ago, aurreth said: Try cleaning your save to remove any old DD4 stuff left in there. Just did a purge, gonna run a clean install
Laura Posted January 19, 2022 Author Posted January 19, 2022 8 minutes ago, aurreth said: Ok, there, switching to the fix solved @Zaflis problem with the dream ? The shop door trigger not firing is a separate issue (and could possibly be a one off that doesn't require a general fix). Yeah, it's looking good for the fix. Not looking forward to changing it for the next update, but I'm glad you found it. By the way, I suspect that the trigger not working is a game stability issue. I would've had more reports if I did it wrong.
Laura Posted January 19, 2022 Author Posted January 19, 2022 1 minute ago, xxjaltruthxx said: Just did a purge, gonna run a clean install If that doesn't work, try a new save. DD5 actually needs a new save if you updated from before DD5.
aurreth Posted January 19, 2022 Posted January 19, 2022 Just now, xxjaltruthxx said: Just did a purge, gonna run a clean install Not the mods, the saved game file. Use Fallrim Tools and clean your save, to remove any broken script instances or other cruft that DD4 left behind.
aurreth Posted January 19, 2022 Posted January 19, 2022 (edited) 4 minutes ago, Laura said: Yeah, it's looking good for the fix. Not looking forward to changing it for the next update, but I'm glad you found it. By the way, I suspect that the trigger not working is a game stability issue. I would've had more reports if I did it wrong. I have LE and the CK for it set up now, I can make the changes at that level and send them to you. I know exactly what needs to be done so shouldn't take me long. Or, lol, when you take a break send me your files, I'll make the changes, and send them back to you, that way you keep whatever you've been working on and don't have to merge multiple versions. Edited January 19, 2022 by aurreth
Laura Posted January 19, 2022 Author Posted January 19, 2022 Just now, aurreth said: I have LE and the CK for it set up now, I can make the changes at that level and send them to you. I know exactly what needs to be done so shouldn't take me long. Thank you so much. I'll probably take you up on that offer. Not now though, the version I have has like a half playable new quest. I'll send it before testing starts. Thank you again. ❤️
aurreth Posted January 19, 2022 Posted January 19, 2022 (edited) 22 minutes ago, Laura said: Thank you so much. I'll probably take you up on that offer. Not now though, the version I have has like a half playable new quest. I'll send it before testing starts. Thank you again. ❤️ My pleasure. I, unfortunately, have nothing but time right now. ? (I do, however, now have the urge to run through the woods around my house chanting "I killed Sirius Black", after two days of rewatching all the Harry Potter movies.) Alternatively I could just send you the fixed script source (after I fix it in LE). Then you'd just have to add the 4 NPC's to the storage room and remove them from Sloane's house (I already told you which ones), then compile the script on your system. It would probably be a 10, 15 minute job max. Edited January 19, 2022 by aurreth
Laura Posted January 19, 2022 Author Posted January 19, 2022 1 hour ago, aurreth said: My pleasure. I, unfortunately, have nothing but time right now. ? (I do, however, now have the urge to run through the woods around my house chanting "I killed Sirius Black", after two days of rewatching all the Harry Potter movies.) Alternatively I could just send you the fixed script source (after I fix it in LE). Then you'd just have to add the 4 NPC's to the storage room and remove them from Sloane's house (I already told you which ones), then compile the script on your system. It would probably be a 10, 15 minute job max. I'll give you the first beta when it's ready. I'm worried that I'll mess things up if I get just the scripts. 2 hours ago, aurreth said: So the trigger is a "box" just inside the shop door. Now I suspect what you are actually supposed to do is place the defaultSetStageTRIG object (the "box"), and then set the properties for defaultSetStageTrigSCRIPT to trigger your quest stage. Once that stage is triggered the "box" is disabled automatically by the default script and you don't encounter it again. Laura... didn't do this. She instead uses the same trigger box for two quests, disabled the default script in favor of her own, and which stage gets triggered depends on which quest is active. Canonically this should have been handled using two separate trigger boxes that overlap and start disabled. The main quest scripts for SQ07 and SQ09 should enable the correct box, and the default box script disables the trigger once it fires. Disabling before needed and after firing is important, to keep the trigger box and its script from running constantly and checking every single time the player enters and exits the shop. Please understand I'm not dissing Laura on how she set all this up. Her solution lets one trigger and script handle multiple quests, with room for expansion. But it probably could use some tweaking. Right now that particular script, small as it is, is always running when it doesn't need to be, and it could use some additional error checking. Sooooo, yes, I could "fix" it. But at the moment I'm more inclined to hold off and see if this is a recurring problem, or specific to @Zaflis for some reason. If there are more reports I'll talk to Laura about possible fixes. It might be something as simple as increasing the size of the trigger box to make sure it has time to register the player (I've run into that in Fallout 4 a time or two). Short answer: I don't know what I'm doing. Long answer: I really don't know what the hell I'm doing. I don't really remember why I did it that way. Either I copied what I saw in another mod or I came up with it myself. My guess is that I did it myself because I thought it was a vanilla script and I don't want to touch it. But I don't know if that could cause an issue. It's more work for me, but it should function the exact same. I've been using this method for a while now and I don't remember getting reports about it.
aurreth Posted January 19, 2022 Posted January 19, 2022 9 minutes ago, Laura said: I'll give you the first beta when it's ready. I'm worried that I'll mess things up if I get just the scripts. ? I just made the changes to my LE version and it took more time than anticipated (mostly due to people sticking source scripts in BSA files.) Oh, and figuring out stupid quirks of the LE CK (the SE one is a huge improvement). Took me a half dozen tries to get the script properties to take correctly, 'cause I wasn't hitting OK to close the quest window before saving the mod and exiting the CK. ? Of course now I gotta rerun the whole mod in LE to make sure it works, and make incremental saves so I can test each quest individually. 10 minutes ago, Laura said: Short answer: I don't know what I'm doing. Long answer: I really don't know what the hell I'm doing. I don't really remember why I did it that way. Either I copied what I saw in another mod or I came up with it myself. My guess is that I did it myself because I thought it was a vanilla script and I don't want to touch it. But I don't know if that could cause an issue. It's more work for me, but it should function the exact same. I've been using this method for a while now and I don't remember getting reports about it. It's the only report of that issue I remember (although I'll admit I haven't read the first 150 pages or so), so I wouldn't worry about it. It's likely a localized glitch. If you start getting a lot of similar reports from AE users I'll look into fixing it.
Laura Posted January 19, 2022 Author Posted January 19, 2022 6 minutes ago, aurreth said: ? I just made the changes to my LE version and it took more time than anticipated (mostly due to people sticking source scripts in BSA files.) Oh, and figuring out stupid quirks of the LE CK (the SE one is a huge improvement). Took me a half dozen tries to get the script properties to take correctly, 'cause I wasn't hitting OK to close the quest window before saving the mod and exiting the CK. ? Of course now I gotta rerun the whole mod in LE to make sure it works, and make incremental saves so I can test each quest individually. The CK is like an old crappy bicycle. It seems to barely function, but it all runs smoothly once you figure out what to do. You may need to adjust the brakes everytime you go, or reallign the front wheel after every bump, or manually change gears because the derailleur stopped working ages ago. But it's your crappy bike and you learned to love it. 6 minutes ago, aurreth said: It's the only report of that issue I remember (although I'll admit I haven't read the first 150 pages or so), so I wouldn't worry about it. It's likely a localized glitch. If you start getting a lot of similar reports from AE users I'll look into fixing it. Ok. ? 1
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