TurboNerd Posted December 29, 2017 Posted December 29, 2017 For reasons I have not figured out, the initial dialog line in this quest will not display. The "quest" is really a container for dialog. The point was, for starters, to deal with an annoying situation in which the player is struggling to get out of a wrist restraint while the follower stands there saying "We've stopped. What is it?" and "Let's get going". I think followers should be smarter. I am attaching a screenshot of the first tab of the quest window and the .esp file. I made sure that all the conditions were met, yet when I activated a follower the line "Can you free my hands?" does not show up. Once I can get dialog working, I have some other ideas that I may add: Blacksmiths get bolt cutters and will use them for a price (already started). Teasing of the player by the follower (in reasonable locations). Follower offers to tie up player. Maybe even pounce on player and tie her up. Help with items that have locks in hard-to-reach places (like chastity bra). A MCM menu to allow the player to turn off unwanted features and tweak fees, etc. Please help me with this before I tear out what's left of my hair DD_Helpers.esp
Ezarr Posted December 29, 2017 Posted December 29, 2017 Just now, TurboNerd said: Please help me with this before I tear out what's left of my hair Hahahahah I know the feeling man. I don't know much about adding lines, but I do know some things. Have you tried saving in front of the follower and them load it? It's a known bug when adding lines to a follower.
TurboNerd Posted December 30, 2017 Author Posted December 30, 2017 8 minutes ago, Ezarr said: Hahahahah I know the feeling man. I don't know much about adding lines, but I do know some things. Have you tried saving in front of the follower and them load it? It's a known bug when adding lines to a follower. I may have already tried that. This is what I did: Create character, Use LAL Bannered Mare start. Sell everything test character does not need to Belethor Use add item menu to get everything she's going to test. Go find and recruit Signar. Save game. Create and activate new mod. Restart game and talk to Signar. Dialog from new mod does not appear. Use console "help" command to confirm that new quest and dialog lines exist. Exit Drunken Huntsman to Whiterun. Talk to Signar. Dialog from new mod still does not appear.
Ezarr Posted December 30, 2017 Posted December 30, 2017 Have you tried the GetID condition for that line?
TurboNerd Posted December 30, 2017 Author Posted December 30, 2017 18 minutes ago, Ezarr said: Have you tried the GetID condition for that line? GetID is a SKSE function which does not appear in the selection list. I assume you mean GetIsId. I have not tried it and I'm not sure what I would do with it since I want the line to appear for any follower, not just Signar. Thanks for helping me learn.
Ezarr Posted December 30, 2017 Posted December 30, 2017 Yeah that's what I meant, sorry. I see. Anyways why don't you try adding that condition and see if it has any effect.
MataHari Posted December 30, 2017 Posted December 30, 2017 1 hour ago, TurboNerd said: Use console "help" command to confirm that new quest and dialog lines exist. This Have you generated the SEQ file via the CK in Steam, explained in this post?
TurboNerd Posted December 30, 2017 Author Posted December 30, 2017 45 minutes ago, MataHari said: This Have you generated the SEQ file via the CK in Steam, explained in this post? No, I missed that. Thanks for the pointer, I now have a new link in my Modding Techniques folder. I generated the file with TES5Edit and the dialog is still not showing up. Next idea?
MataHari Posted December 30, 2017 Posted December 30, 2017 I suggest that you check the quest manager in the CK, just to see if there is a Journal index e.g <quest> 10 to begin with. Also, make sure you check the RunAtStart (let the quest starts as soon you continue playing) IIRC. https://www.creationkit.com/index.php?title=Bethesda_Tutorial_Planning_the_Quest https://www.creationkit.com/index.php?title=Bethesda_Tutorial_Dialogue That's what I can think of right now.
TurboNerd Posted December 30, 2017 Author Posted December 30, 2017 38 minutes ago, MataHari said: I suggest that you check the quest manager in the CK, just to see if there is a Journal index e.g <quest> 10 to begin with. Also, make sure you check the RunAtStart (let the quest starts as soon you continue playing) IIRC. https://www.creationkit.com/index.php?title=Bethesda_Tutorial_Planning_the_Quest https://www.creationkit.com/index.php?title=Bethesda_Tutorial_Dialogue That's what I can think of right now. I have seen the tutorials and I used them when I made this. I tried adding an initial quest stage, but the dialog still did not appear. There are a number of "quests" which do not have stages in the DDi mod itself. I also tried removing the faction conditions from the quest and it still is not working. Any more ideas?
LazyBoot Posted December 30, 2017 Posted December 30, 2017 Does the follower you're testing with have a lot of dialogue choices already? If they do, are you running EZ2C Dialogue Menu and/or Better Dialogue Controls ? It could be that you're running into a skyrim bug, where dialogue options don't show up properly if the list gets too big. Using ether of those 2 I mentioned normally fixes that issue.
TurboNerd Posted December 30, 2017 Author Posted December 30, 2017 48 minutes ago, LazyBoot said: Does the follower you're testing with have a lot of dialogue choices already? If they do, are you running EZ2C Dialogue Menu and/or Better Dialogue Controls ? It could be that you're running into a skyrim bug, where dialogue options don't show up properly if the list gets too big. Using ether of those 2 I mentioned normally fixes that issue. I am doing my development with as few mods as possible. I am not using a follower manager thus I only get the standard four choices. I can try it with Better Dialogue Controls and see what happens. Edit: Better Dialogue Controls had no effect.
TurboNerd Posted December 31, 2017 Author Posted December 31, 2017 I have worked around the problem, but not solved it, by tossing out my work in progress and starting over, with a .SEQ file from the very beginning this time. I have been adding a bit at a time and if it breaks at least I will have some idea how I provoked it. Thanks for all the advice.
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