I figured it out. This mod needs a .seq file generated with xEdit since the quest is set to start game enabled. As soon as I did that it started working.
What is the function of an SEQ file? If you've ever created a new quest entry in the Creation Kit only to find that it mysteriously doesn't run in-game, this is because the game needs a file associated with it to recognize the new data. (Ticking Start Game Enabled doesn't do anything on its own.)
From the xEdit guide, not just for dialog. They contain the FormIDs of whatever quests in the mod have the Start Game Enabled flag set.
Practically, SEQ only affects what dialog appears for start game enabled quests on first save load with the quest on a particular save.
You can use sqv to see that the quest has started and aliases and filled. If you want to test, you can also add some debug logs into oninit of quest and quest alias scripts to see that these are run.
I figured it out. This mod needs a .seq file generated with xEdit since the quest is set to start game enabled. As soon as I did that it started working.
When I talk to a vendor, I often see a "received torch" icon in the lower right of my screen even though I did not buy a torch. Is this unavoidable or is it unintended?
Indeed, but it only happens with torches and only after I installed the buy/sell torches mod. Normally it only shows such icons for items I actually picked up or bought. This indicates to me the game thinks I am somehow receiving a torch when I'm not.
Yeah I guess it's a quirk of how this mod works. another unintended side effect is if you have torches favourited it unfavourites them when you talk to a vendor because they are temporarily removed from your inventory.
This bug has been around for a long time and has never been fixed...until now! Congratulations and thank you very much for this amazing mod wSkeever! Kudos to you! Endorsed!
If I have two torches in my backpack, even if I don't buy or sell any torches in the trade menu, after exiting the menu it will still show that I have acquired two torches in my recent loot list. I use TrueHUD.
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From the xEdit guide, not just for dialog. They contain the FormIDs of whatever quests in the mod have the Start Game Enabled flag set.
You can use sqv to see that the quest has started and aliases and filled. If you want to test, you can also add some debug logs into oninit of quest and quest alias scripts to see that these are run.
Happy to be proven wrong.
This worked for me, thanks!
When I talk to a vendor, I often see a "received torch" icon in the lower right of my screen even though I did not buy a torch.
Is this unavoidable or is it unintended?
Normally it only shows such icons for items I actually picked up or bought.
This indicates to me the game thinks I am somehow receiving a torch when I'm not.
You should request that on their page instead
Congratulations and thank you very much for this amazing mod wSkeever!
Kudos to you!
Endorsed!
The mod that gives you inventory notifications needs to respect vanilla papyrus AddItem function's abSilent argument.
You should request that on their page instead
This pleases me, because I don't want all of the tweaks from powerofthree nor do I want the tedium of manually changing them.