Weird dialogue bug

Post » Tue Mar 10, 2015 8:29 pm

To start things off - got an SEQ generated, voice acting's fine, alias is fine.

Now, I've got 3 branches with a starting topic that is Top-Level for this one guy. The top level topic then links to up to 6 normal topics (one has 5, one has 4, one has 6). Each of these topics then links to 2 topics.

No conditions on the initial starting topic. I have two issues:

  1. Only two of the top level topics ever show. It changes which it is, but only two of them show at any time. Sometimes they switch while I'm still in game but usually there are two constants every time I boot up the game (not on game load). I need all three to show at all times. 3 topics show at all times, but I could have 5 that should be showing. Only 2 of the topics are ever the ones I want. Sometimes only two show - sometimes three. Can't tell what the difference is. Edit: Just had 4 show up in the topic list. But still only 2 of these 3.
  2. Whenever I'm out of topics that the initial branches link to, they still show. If you click on them, they'll just exit. So even though all 5/4/6 topics are now conditioned out, the branch top level topic will still be there. But if you click on it, it will exit conversation. I have conditions that say if all have the upgrades (the 5/4/6 topics) have been bought, the initial topic shouldn't show. But it still does, and just doesn't do anything. The conditions are checking if enable state markers that are initially disabled when an upgrade isn't bought are disabled - GetDisabled Reference (the reference is right) == 1. It checks OR - so if even one of the upgrades isn't bought, it should be showing, but not otherwise.

If you have any clarifying questions that could help, it would be great. If I can't find a fix by tomorrow I'm going to redo the quest with the dialogue and see if that fixes it (fingers-crossed).

EDIT: And from a choice list (the 5/4/6 topics), on one of them one that shouldn't be conditioned out isn't showing (on the 4 choice one).

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Kim Kay
 
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Post » Wed Mar 11, 2015 3:09 am


Did you create a SEQ file for your mod? I can't find the relevant forum thread here on Bethesda's forums but here's one from the Steam forums: http://forums.steampowered.com/forums/showthread.php?p=33140099
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leigh stewart
 
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Post » Wed Mar 11, 2015 9:54 am


Like I said in the initial line, yes I did. :P
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Harry-James Payne
 
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Post » Tue Mar 10, 2015 10:56 pm

Tried regenerating the SEQ again. Didn't work.

I may just redo the dialogue. And the quest.

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Darlene Delk
 
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Post » Wed Mar 11, 2015 7:00 am

Here's a picture of the setup:

http://postimg.org/image/ydql7zwy9/

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-__^
 
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Post » Wed Mar 11, 2015 10:33 am

Regarding #1: how close to the 80-character limit are the topics? I've noticed in my modding that the dialog rendering seems only able to show a certain length of message. I'm not 100% certain, but I think it may be that if the line would wrap to four lines in the dialogue menu, it won't show (in other words it may depend not just on the character count, but on how many "wide" letters like W and M you use); but it may also be that multiple long lines in a row will cause problems--I've never tried to do any scientific testing. What I have noticed is that if a line is too long, not only will that topic not show, but all topics underneath will also not appear. So, try putting in very short placeholders for your top level player dialogue topics, and see if they all show consistently then.

If that is the problem, you can play with the wording until you find a good compromise. Also, I know the EZ2C dialogue menu mod fixes this, and it's possible that Better Dialog Controls does, too. So it is apparently some issue with the Flash/Scaleform that renders the dialog.
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James Smart
 
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Post » Wed Mar 11, 2015 9:46 am

All of the topics have shown at one point or another -they just switch out. I'll try though. Anything helps.:wallbash:

I've got 5 days.

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suniti
 
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