jfraser Posted December 20, 2014 Author Posted December 20, 2014 Update: The selling scene now works. But when I tried to start Slaves of Tamriel via script, it made all of my dialogue go away for some reason. One step forward, two steps back...
DeepBlueFrog Posted December 20, 2014 Posted December 20, 2014 Update: The selling scene now works. But when I tried to start Slaves of Tamriel via script, it made all of my dialogue go away for some reason. One step forward, two steps back... Covering the basics Did you refresh your SEQ file after adding new dialogues? That one gets me regularly and leads me to replace my keyboard from banging my head against it.
fallenmystic Posted December 20, 2014 Posted December 20, 2014 Update: The selling scene now works. But when I tried to start Slaves of Tamriel via script, it made all of my dialogue go away for some reason. One step forward, two steps back... Could you be more specific about the dialogues that has disappeared? I disabled the generic dialogue quest but I suppose it shouldn't affect dialogues from other mods.
jfraser Posted December 20, 2014 Author Posted December 20, 2014 Good instincts, but that's a lesson I learned before. the seq isn't just for dialogue, it effects many things, so making a new one is the first thing I always do after every edit in the ck, no matter how small the change. The missing dialogue is from my mod - you start the auction by talking to the guard, but after making sexlab, Zaz, and SLT requirements, I couldn't talk to him at all.
Teddar Posted December 20, 2014 Posted December 20, 2014 Just throwing it out there - Fus Ro Doh? Its a silent dialogue widget thing. it stops all sorts of subtitle/dialogue/weirdness, things happening.
jfraser Posted December 21, 2014 Author Posted December 21, 2014 Just throwing it out there - Fus Ro Doh? Its a silent dialogue widget thing. it stops all sorts of subtitle/dialogue/weirdness, things happening. I think he was suggesting that fus ro doh might be the problem; if so, good thought, but I do have that installed.
fallenmystic Posted December 21, 2014 Posted December 21, 2014 Good instincts, but that's a lesson I learned before. the seq isn't just for dialogue, it effects many things, so making a new one is the first thing I always do after every edit in the ck, no matter how small the change. The missing dialogue is from my mod - you start the auction by talking to the guard, but after making sexlab, Zaz, and SLT requirements, I couldn't talk to him at all. Sorry to point out something obvious, but does wearing a gag affects the issue? And does it happen before you trigger the SoT quest?
jfraser Posted December 21, 2014 Author Posted December 21, 2014 Good instincts, but that's a lesson I learned before. the seq isn't just for dialogue, it effects many things, so making a new one is the first thing I always do after every edit in the ck, no matter how small the change. The missing dialogue is from my mod - you start the auction by talking to the guard, but after making sexlab, Zaz, and SLT requirements, I couldn't talk to him at all. Sorry to point out something obvious, but does wearing a gag affects the issue? And does it happen before you trigger the SoT quest? No need to apologize. The missed obvious is often the problem (such as the previous FDR solution). Gags are not implemented, so that is not an issue. The dialogue I could not start is the dialogue to begin Simple Slavery, so SoT was not triggered yet.
fallenmystic Posted December 21, 2014 Posted December 21, 2014 Could it be because of my mod's not having a SEQ file? The main quest is not set to start automatically, but two supporting crime faction quests are. If you think it could be relevant, I'll give you a snapshot version with the SEQ file to test.
jfraser Posted December 21, 2014 Author Posted December 21, 2014 i really have no idea. guess it's worth a shot.
fallenmystic Posted December 21, 2014 Posted December 21, 2014 Sent the snapshot via PM. Hope this helps... P.S. Slaves of Tamriel - iNeed.esp is optional, so you can ignore it.
jfraser Posted December 24, 2014 Author Posted December 24, 2014 I'm using sltminequest.start() - is that the correct quest?
fallenmystic Posted December 25, 2014 Posted December 25, 2014 I'm using sltminequest.start() - is that the correct quest? Yes, it's correct. Please let me know if you need anything to be changed from my side.
jfraser Posted December 30, 2014 Author Posted December 30, 2014 I'm using sltminequest.start() - is that the correct quest? Yes, it's correct. Please let me know if you need anything to be changed from my side. Ok, using the extended version you supplied fixed the problem I had with the dialogue being missing, although I'm still not sure why that would make a difference. Still can't get it to fire yet. Clearly there is something that I'm still missing. Lots of "stills" in this paragraph.
Prometeus5879 Posted December 31, 2014 Posted December 31, 2014 Tried the 0.06 version but not a lot happened. Randall just say it's my turn and thats all. There is also a problem when you rest at the auction. First time I arived at night and rested till morning. It made the npc's on the platform fall through the floor.
fallenmystic Posted December 31, 2014 Posted December 31, 2014 Ok, using the extended version you supplied fixed the problem I had with the dialogue being missing, although I'm still not sure why that would make a difference. Still can't get it to fire yet. Clearly there is something that I'm still missing. Lots of "stills" in this paragraph. But it's *still* a progress By the way, have you tried to reference the quest by name without making a hard dependency to my mod?
jfraser Posted December 31, 2014 Author Posted December 31, 2014 Ok, using the extended version you supplied fixed the problem I had with the dialogue being missing, although I'm still not sure why that would make a difference. Still can't get it to fire yet. Clearly there is something that I'm still missing. Lots of "stills" in this paragraph. But it's *still* a progress By the way, have you tried to reference the quest by name without making a hard dependency to my mod? No, I don't know how to do that. It is one of the many things on my list to try to figure out so the mod will be flexible.
fallenmystic Posted December 31, 2014 Posted December 31, 2014 Quest.GetQuest() is a global function, so you can try as follows : Quest theQuest = Quest.GetQuest("SLTMineQuest") If theQuest theQuest.Start() EndIf
bill64800 Posted December 31, 2014 Posted December 31, 2014 haha! there is always these 3 transexuals these 3 women who say "hello, need something?" with that manly voice
jfraser Posted December 31, 2014 Author Posted December 31, 2014 haha! there is always these 3 transexuals these 3 women who say "hello, need something?" with that manly voice *blink* What?
jfraser Posted December 31, 2014 Author Posted December 31, 2014 Quest.GetQuest() is a global function, so you can try as follows : Quest theQuest = Quest.GetQuest("SLTMineQuest") If theQuest theQuest.Start() EndIf Thanks! I'll try that when I get home tonight.
jfraser Posted January 3, 2015 Author Posted January 3, 2015 Quest.GetQuest() is a global function, so you can try as follows : Quest theQuest = Quest.GetQuest("SLTMineQuest") If theQuest theQuest.Start() EndIf It worked! Now to see if i can get DA working, and the first baby versionlet of this will be ready. Thanks again!
fallenmystic Posted January 3, 2015 Posted January 3, 2015 It worked! Now to see if i can get DA working, and the first baby versionlet of this will be ready. Thanks again! Great news to hear! Can't wait to try the new version myself
jfraser Posted January 3, 2015 Author Posted January 3, 2015 Gah. I'm lost with the DA instructions. I learned when I tried to go to school to be a programmer that I just don't have the type of brain required for it.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now