I see people already reported this breaking quests and got marked as not a bug!? But for sanity's sake even if this is not a bug (according to mod author) I would stay away from this mod as it does not start or complete quests that use note or letters, I keep missing quests because of it. Hope this helps people know why their quests are not triggering.
Yep! those, the quests I missed were from custom quest mods and since the letters get marked as read, good luck finding that letter again. Like I said if this is not a bug but a limitation, it would be nice to have a sticky letting users know about it.
If I understand right and you are agreeing with wSkeever; that visual glitch that you get a letter and you get the eye symbol from SkyUI claiming that it already read; it isn't because of this mod I believe. I don't have this mod install but I have been keeping and eye on it thus why I saw this post but the "It only started when I reread the note from my inventory afterward." it is happening to me. I got all the letter from my playthrough most mark read but when I reread certain ones in my inventory, their quest starts. And I know that it isn't a repeatable quest because the quests are new to me (I never finish Skyrim side quest.) but if memory serve me well I read those letters when picking them up. Plus letter from mods like I'm Glad You are here are already mark read even though I didn't read them.
Author of Skyrim Souls RE here. The reason the note is getting closed instantly is because the reference it points to gets deleted. In such cases the menu gets closed, regardless of the distance or if the auto-closing feature is enabled or not, as not doing so can crash the game. There is nothing on my side to fix about this, as it is working as intended.
What I suspect is happening here is that you're not waiting for the book menu to close. Utility.Wait() doesn't block when the menus are unpaused. Proposed solution: If BookBase && !BookBase.IsRead() && BookRef && akMessage.Show() == 0 BookRef.Activate(PlayerRef) GoToState("Reading") Utility.WaitMenuMode(0.1) UI.SetBool("Book Menu", "_root.BottomBar.TakeButton._visible", False) While (Utility.IsInMenuMode()) Utility.Wait(0.1) EndWhile GoToState("") EndIf
This should make it compatible with Skyrim Souls, without causing any side-effects when it's not installed. I didn't test this, I was only looking at the script source, so it's possible that there are other issues, this is just what stood out immediately.
Tried your suggestion. It didn't make a difference, even with autoclose turned off. I'll upload with your suggestion anyways, so maybe you can test. The references are temporarily persistent because they have to be quest aliases for the note showing logic to trigger, so they are most likely not deleted.
Right... I investigated this a bit more. You're right, the reference is persistent and not actually deleted at the time of closing, but it is marked for deletion, and that's what I'm checking.
Normally, when you open a book from your inventory, the target reference of the Book Menu is set to null. Essentially, the book is opened via its base form only. Unfortunately, I'm not aware of any way to do this from Papyrus. This is also what controls if the "Take" button is visible or not.
I will investigate the possibility of removing this check for Book Menus. I think there might be a safe way to do it, that would prevent the reference from being deleted while in use. However, this will still break some assumptions, as distance will still be taken into account, which is not ideal in this case.
Anyways, unless you know of a way to open a book menu based only on its base form, I don't think you can do anything about this from your side.
Hello, please tell me are you going to fix the incompatibility with the Skyrim Souls RE mod. I just want to know should i track this mod or not, thanks.
This is something I cannot fix in skyrim souls. Posting about it here cannot help solve the issue. It should be really easy to fix on skyrim souls side to not close notes.
This is brilliant, so much less silly than "I'm just going to take this note, then put it with my things, then look through my things, THEN read the note you just handed me."
Unrelated question, but which mod is the Altmer girl in the images from? I assumed it was one of yours since you've used her in images for another mod as well, but in that case she had a different name, so I thought you might have had another mod similar to your Frozen in Time mod with the 'SetName' function.
Thanks for this mod - I'm that fellow that completely neglects to observe that I've gotten a note in the first place and wonder where it came from an hour later when I spot it in my inventory.
I have noticed, however, that some notes don't seem to trigger the prompt to read them - specifically, those from Shame of Skyrim. I wonder what I should look for to try to "fix" this for myself. Could there be a keyword missing? Could the fact that many of the notes have the same name (like "Unsent letter" or "Personal letter") be problematic?
It's not terribly important - that mod is just flavor fluff after all - but when things like this come up, it's nice to try to learn a thing or two. Either way, thank you for your work.
Ah, I see, That would explain it. These are just SPID'd into various faction members as fluff, and not quest-related at all. And although the note contents all differ, they're all named alike. Thanks for taking the time to respond!
There is an issue, not directly caused by this mod, with instantly reading some notes.
Something about the way some quests are scripted seems to cause them to break whenever you read notes in any other way besides selecting them from your inventory. I noticed this particularly with CC content, which rely heavily on notes to trigger quest stages. This issue is also true for reading notes from the container's menu.
Reading notes the "wrong" way will stop the quest from advancing. Even if I read the note from the inventory after the fact, won't solve it. If the first read is outside of the inventory, the quest won't trigger. Not sure if this is common or something specific brought about by my installed mods.
I don't think so. Because the note is in your inventory already.
What those quests do is probably advance an additional stage when you get the note, but the quest scripting is not done well enough to handle reading the note outside of this stage.
With this mod, the note is only accessed after it's already in your inventory.
There is no way for quest scripts to tell if you're reading from inventory or out of it. It only has events for note added and note read. So it's not something that can go out of sequence with this mod.
If you have a specific bug, please provide steps to reproduce.
As best as I can tell, the OnRead event does not trigger reliably when the note is read from within a container that is not the player inventory. Such as if you read a note while it is still located in a chest. I am not sure that would be related to this mod however.
But I did encounter it with ReadOrTake's functionality of reading something without looting it. I couldn't reproduce the issue when a note was on the ground, only in a container. I don't have enough working knowledge of ReadOrTake to troubleshoot beyond that, but am interested in learning what might be happening. probably not relevant here as it's not your mod; sorry!
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But for sanity's sake even if this is not a bug (according to mod author) I would stay away from this mod as it does not start or complete quests that use note or letters, I keep missing quests because of it.
Hope this helps people know why their quests are not triggering.
If you have a bug, please state clearly what the problem is.
Which report says the quest is broken? Please give exact quotes:
The reason the note is getting closed instantly is because the reference it points to gets deleted.
In such cases the menu gets closed, regardless of the distance or if the auto-closing feature is enabled or not, as not doing so can crash the game.
There is nothing on my side to fix about this, as it is working as intended.
What I suspect is happening here is that you're not waiting for the book menu to close. Utility.Wait() doesn't block when the menus are unpaused.
Proposed solution:
If BookBase && !BookBase.IsRead() && BookRef && akMessage.Show() == 0
BookRef.Activate(PlayerRef)
GoToState("Reading")
Utility.WaitMenuMode(0.1)
UI.SetBool("Book Menu", "_root.BottomBar.TakeButton._visible", False)
While (Utility.IsInMenuMode())
Utility.Wait(0.1)
EndWhile
GoToState("")
EndIf
This should make it compatible with Skyrim Souls, without causing any side-effects when it's not installed.
I didn't test this, I was only looking at the script source, so it's possible that there are other issues, this is just what stood out immediately.
I hope this helps.
The references are temporarily persistent because they have to be quest aliases for the note showing logic to trigger, so they are most likely not deleted.
You're right, the reference is persistent and not actually deleted at the time of closing, but it is marked for deletion, and that's what I'm checking.
Normally, when you open a book from your inventory, the target reference of the Book Menu is set to null. Essentially, the book is opened via its base form only. Unfortunately, I'm not aware of any way to do this from Papyrus. This is also what controls if the "Take" button is visible or not.
I will investigate the possibility of removing this check for Book Menus. I think there might be a safe way to do it, that would prevent the reference from being deleted while in use. However, this will still break some assumptions, as distance will still be taken into account, which is not ideal in this case.
Anyways, unless you know of a way to open a book menu based only on its base form, I don't think you can do anything about this from your side.
and why is this automatically something i have to fix? I can't fix a feature in skyrim souls
Thank you!
I have noticed, however, that some notes don't seem to trigger the prompt to read them - specifically, those from Shame of Skyrim. I wonder what I should look for to try to "fix" this for myself. Could there be a keyword missing? Could the fact that many of the notes have the same name (like "Unsent letter" or "Personal letter") be problematic?
It's not terribly important - that mod is just flavor fluff after all - but when things like this come up, it's nice to try to learn a thing or two. Either way, thank you for your work.
Something about the way some quests are scripted seems to cause them to break whenever you read notes in any other way besides selecting them from your inventory. I noticed this particularly with CC content, which rely heavily on notes to trigger quest stages. This issue is also true for reading notes from the container's menu.
Reading notes the "wrong" way will stop the quest from advancing. Even if I read the note from the inventory after the fact, won't solve it. If the first read is outside of the inventory, the quest won't trigger. Not sure if this is common or something specific brought about by my installed mods.
What those quests do is probably advance an additional stage when you get the note, but the quest scripting is not done well enough to handle reading the note outside of this stage.
With this mod, the note is only accessed after it's already in your inventory.
There is no way for quest scripts to tell if you're reading from inventory or out of it. It only has events for note added and note read. So it's not something that can go out of sequence with this mod.
If you have a specific bug, please provide steps to reproduce.
But I did encounter it with ReadOrTake's functionality of reading something without looting it. I couldn't reproduce the issue when a note was on the ground, only in a container. I don't have enough working knowledge of ReadOrTake to troubleshoot beyond that, but am interested in learning what might be happening.probably not relevant here as it's not your mod; sorry!