Need help bad, disasterous release problems

Post » Thu May 16, 2013 10:22 pm

I'm just sick to my stomach with all the problems with my release but that's beside the point. I desperately need help in trying to figure out some of the problems people are experiencing. The biggest right now is that for some people one of my quests will not initialize. It's apparently not happening to some, but for others when one quest completes, the next quest will not activate. Even using the console to set the start up stage will not work. I've asked several to sqv the quest and from what I can tell from what they're telling me is that aliases are not filling which of course does explain why it's not starting. However that does not explain why it works for others. I would think that if I had a bad alias (which I cannot fine any) that it would fail for everyone, not just a few. Is there some sort of debug or something that I can have them run to try and shed light on why they are failing?

Then there's an issue where actors won't speak with you even though the stage is in the correct stage for their dialog to be valid. But I'm more concerned with the first one right now.

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Becky Palmer
 
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Post » Thu May 16, 2013 2:36 pm


Be a little careful with this diagnosis because if the quest is stopped, then none of the aliases will be filled--an alias failing to fill is always the most likely explanation for a quest failing to start, but if something else is somehow the cause, you'll still see unfilled aliases, since they're only filled when the quest starts.

The only way I know of to test something like this is to mark all the aliases as optional--which will allow the quest to start if the problem is with an alias--and then have the users do an "sqv" and report which aliases aren't being filled.

Which quest is it that's failing to start--your Nexus thread is crazy hard to follow...looks like City on a Hill?
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Kerri Lee
 
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Post » Thu May 16, 2013 12:42 pm

It's City on a Hill.

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Allison C
 
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Post » Thu May 16, 2013 12:28 pm

Looking at it quickly, it could be something like if Bolund (who is not essential) has already been killed in a dragon/vampire attack, the quest would fail to start.

If that's the case, players might be able to test and fix this by resurrecting him, then manually starting the quest. I haven't experimented much with resurrecting NPCs so I'm not sure if that would work.
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Louise
 
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Post » Thu May 16, 2013 11:51 am

I was just about to post that's what I believe it is. :ninja:

It's the only thing I can possibly see it could be.

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Daniel Lozano
 
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Post » Thu May 16, 2013 10:17 am

One thing - I don't see an http://afkmods.iguanadons.net/index.php?/topic/3160-skyrim-solution-dialogue-bug-fix/ in your mod's archive anywhere. From the looks of things you only have one start-enabled quest that just does timer checks but it wouldn't hurt to include that in case it's preventing your MQ101 checker from working.

In addition to your alias for Bolund not working if he's dead, it also isn't flagged to allow reserved. So it's possible it won't fill even if he's alive if another quest pulled him into a reserved alias.

If he's not critical to anything, you could make him optional. Then if he's dead it won't matter. Resurrecting him will work too, if you have to do that in a pinch. It works for us with the USKP on a couple of NPCs who should not have been dead.

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Wane Peters
 
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Post » Thu May 16, 2013 12:25 pm

Thanks Arthmoor. Do I need the SEQ even if all my quests are started by script? I thought I had Bolund reserved, but I'm going to make him optional. I've tested it several times, and that hast to be it. That also explains how some got it some didn't.

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carrie roche
 
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Post » Thu May 16, 2013 11:39 pm

It shouldn't be necessary to have the SEQ file in that case. Though you DO have one that's start-enabled. I don't know how far the SEQ thing goes but I would have to assume that since nobody is complaining about your MQ101 checker that you don't need one. It can't hurt to include it though.

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Wane Peters
 
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Post » Thu May 16, 2013 8:30 pm

OK, I'm completely changing how it starts anyway as it seems people can't be bothered to follow a few simple instructions, so I'll include one on the next update. (God, I hate having to idiot proof mods...)

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Jack Moves
 
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Post » Thu May 16, 2013 7:58 pm

Just bear in mind that there will be people who refuse and insult you because they have to follow some simple instructions. They either don't want to, or ignore them and complain your mod doesn't work because they didn't follow them.

Tell those people to jog on, basically. Tell them to uninstall the mod and move on. You're not getting paid to appease the ignorant and the stupid... remember you're not getting paid at all.
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Danial Zachery
 
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