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Alternative Beginnings script not working; can't start MQ


Kraphomus

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Hey there everyone!

 

I've been unable to make the following script work, from the Kvatch Rebuilt version of Arthmoor's Alternative Beginnings:
http://pastebin.com/QdkKmNQ9

While the main component of the mod seems to work flawlessly, along with the other ~200 mods in my list, I've can't seem to get this very script to run, and it is necessary for the MQ to get going. I am well past the fame threshold indicated in the script itself (around 30 now), and advancing the quest manually can only get me so far, since the script is in charge of teleporting me to the first dungeon, killing the emperor, destroying Kvatch, etc. For the record, the quest seems to have been started, but it's locked at the first stage unless I manually update it.

Is there a way of getting this script to work/manually forcing it? I'd hate it if I had to get rid of a 50 hour savegame because of a single script problem. Oh, and just in case I didn't make myself clear or you need any other information to help me solve this, please ask away, i'll answer as soon as I'm able to.

Thanks in advance!

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Some clarification on the issue, hope it helps:

 

On http://pastebin.com/QdkKmNQ9

Link to mod: http://www.nexusmods.com/oblivion/mods/37382/

 

This script is Arthmoor's, and it's the central piece of a Kvatch Rebuilt version of his Alternative Beginnings mod. So far I've been unable to make it work, and while the quest is activated from the beginning of the game, things don't really advance; there seem to be other people with the same issue.

 

Unless I'm mistaken, it should advance the quest stage to 5 once your fame + infamy is greater than 10. Then, once you get the quest to stage 13 through gameplay, it should remove your inventory items, give you a prisoner's set and send you to the starting dungeon to start the MQ. The second script would at that time get you to stage 15 of the quest, which would then finish normally. After you finish the first dungeon, Kvatch gets destroyed, the emperor murdered and gates start to spawn (along with a few more things), and the MQ proceeds normally.

 

If you didn't get to stage 13 after a certain time by ignoring the courier summons (CourierDay and DecisionDay being greater than GameDaysPassed result in IgnoredCourier to 1 and IgnoredShaman to 1), the quest would then proceed to finish through normal means, but Charactergen would skip directly to 88 so that the Kvatch destroying, Emperor murdering goodness takes place once you are at a certain distance from Kvatch. A certain corpse would then spawn, aided by another script I've not added (has to do with "set Adventurer to ALBBedrollRef.AdvCorpse"), and which contains the amulet of kings and is scripted to start the second quest of the MQ.

 

I hope I made things clear enough this time. I would really like to understand what is wrong with this script and, if possible, fix it or find a workaround for it.

 

Thanks in advance!

Edited by Kraphomus
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I think I've seen posts in Alternative Beginnings complaining that the adventurer wasn't at Fort Ash. Don't believe there was any resolution to those posts. I wonder if those people got through the part that's holding you up?

 

If anybody, Arthmoor should be the best at knowing what can and can't be done with alternative starts. I read his explanation of what was wrong with another alternative start's method on a mod troubleshooting thread and could understand enough to know there are pitfalls to be avoided with the Main quest stages (and thus complexities to navigate). Generally Arthmoor has got around to answering questions like this in the Alternative Beginnings mod comments. Perhaps after the holidays.

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I think I've seen posts in Alternative Beginnings complaining that the adventurer wasn't at Fort Ash. Don't believe there was any resolution to those posts. I wonder if those people got through the part that's holding you up?

 

If anybody, Arthmoor should be the best at knowing what can and can't be done with alternative starts. I read his explanation of what was wrong with another alternative start's method on a mod troubleshooting thread and could understand enough to know there are pitfalls to be avoided with the Main quest stages (and thus complexities to navigate). Generally Arthmoor has got around to answering questions like this in the Alternative Beginnings mod comments. Perhaps after the holidays.

Well, this script should spawn it after the quest it is for. I hope he eventually answers, though I've had no luck so far in the last few weeks

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So it's solved. Apparently the scripts in the mod don't have a space between if's and parentheses that is, "if(" instead of "if (". This makes the scripts unable to run. The Kvatch version still has some issues, at least in my game, but they have to do with the vanilla quest CHARACTERGEN and can be solved through the use of the console.

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Wait, what?! so the kvatch rebuilt version is bugged? i havent reached that fame/infamy level yet (10 is required by glancing at that script i think) but once i reach it it wont work anyways because of the problem you mentioned? how the heck do i fix it then... is this a problem that is going to affect everyone using the kvatch rebuilt version? how do i fix it? Kraphomus pls

 

man, the kvatch intact version is a bummer.. i wish i would have gone with the regular one. with this, it being somewhat difficult to start the main quest (getting 10 fame/infamy takes a little while), mods i have that spawn in dremora to make the invasion seem more active happening when technically there should be no invasion yet, and having to go into tes5edit and make special versions to run pre-main quest...wish i could switch to regular mid save. maybe i should just ditch this save lol.

Edited by YngvieMalmsteen
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Wait, what?! so the kvatch rebuilt version is bugged? i havent reached that fame/infamy level yet (10 is required by glancing at that script i think) but once i reach it it wont work anyways because of the problem you mentioned? how the heck do i fix it then... is this a problem that is going to affect everyone using the kvatch rebuilt version? how do i fix it? Kraphomus pls

 

man, the kvatch intact version is a bummer.. i wish i would have gone with the regular one. with this, it being somewhat difficult to start the main quest (getting 10 fame/infamy takes a little while), mods i have that spawn in dremora to make the invasion seem more active happening when technically there should be no invasion yet, and having to go into tes5edit and make special versions to run pre-main quest...wish i could switch to regular mid save. maybe i should just ditch this save lol.

I've seen a few people with the same issue, who knows if it shall hit you as well... I fixed it with the CK extender, manually editing the scripts to add a blank after each "if". If a clean save is an option, I'd advise that.

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Wait, what?! so the kvatch rebuilt version is bugged? i havent reached that fame/infamy level yet (10 is required by glancing at that script i think) but once i reach it it wont work anyways because of the problem you mentioned? how the heck do i fix it then... is this a problem that is going to affect everyone using the kvatch rebuilt version? how do i fix it? Kraphomus pls

 

man, the kvatch intact version is a bummer.. i wish i would have gone with the regular one. with this, it being somewhat difficult to start the main quest (getting 10 fame/infamy takes a little while), mods i have that spawn in dremora to make the invasion seem more active happening when technically there should be no invasion yet, and having to go into tes5edit and make special versions to run pre-main quest...wish i could switch to regular mid save. maybe i should just ditch this save lol.

I've seen a few people with the same issue, who knows if it shall hit you as well... I fixed it with the CK extender, manually editing the scripts to add a blank after each "if". If a clean save is an option, I'd advise that.

 

clean save as in, starting a new game? i dont think it would be possible to switch between alternative start plugins mid save lol

Edited by YngvieMalmsteen
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