I have a troublesome quest. It relies on a different quest being complete before its dialogue can show up, but even when that condition is filled, the quest will not begin at all--no matter what. I can force it to via the SetStage command. The dialogue then runs fine and an item is given to the player, but that's where the success ends.
The quest is supposed to be repeatable, but it insists on shutting itself down completely. Please help me make sense of this. This is all I've been messing with in the CK for the past three days.
Stage 5 (which is the quest's set starting stage) features the first dialogue. Once the dialogue is spoken, the script tells it to move to Stage 10. Stage 10 tells the game to give the player the item. So far so good--except of course for the quest refusing to start unless I use the SetStage command--setting it as Start Game Enabled makes no difference, and actually causes the dialogue to never appear.
Back in Dialogue Views, the next piece of dialogue has the player thanking the NPC for the item. Once the dialogue is spoken, the quest is moved to Stage 15. Stage 15 tells the quest to reset itself. But it just shuts down instead, and can only be replayed by using the SetStage command.
I tried looking at how the cooking quest for spouses works, but I was unable to replicate its function--even when I blatantly copied it.
To sum it up: The quest won't start without the SetStage command, and it won't reset itself so that it can be replayed. How do I fix it?
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Here's the some extra details so you can help me figure out what I'm doing wrong:
Quest Data tab:
Priority 30, checked for Allow Repeated Stages
(Please remember that making the quest Start Game Enabled caused the dialogue to vanish. Refreshing the SEQ file did not help.)
Quest Stages tab:
5 =
the selected Start Up stage.
10 =
;player has asked for help, give potion
Game.GetPlayer().addItem(Alias_SpecialPotionAlias.GetReference())
15 =
;Reset the quest
Reset()
[NOTE: I was advised to try adding this last bit below the reset command. With or without it, the result is the same--the quest refuses to reset or revert to Stage 5.]
;kmyQuest.Lollia_DoM_PotionDialogueRepeatable.SetStage (5)
The Quest Alias tab has the aliases for the item and the NPC who gives it.
In Dialogue Views = I explained above what Stages each segment points to. The only conditions are that the prerequisite quest must be fully completed, and that the ID for the speaking NPC must be a match.
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EDIT on May 23: I managed to fix the reset problem!
Read the edit on post #5 below if you wish to see how.
I still need some help getting the quest to start. I have other quests that are not Start Game Enabled which are conditioned to only start when another specific quest is complete, and they all work fine. I really don't know what is going wrong here. Any advice is appreciated.
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EDIT on May 30: Everything is working properly now.
I may have mangled my quest into an untidy heap of scattered thoughts and countless ideas, but it was all worth it in the end because I finally understand how script properties work.
Edited by Lollia, 30 May 2021 - 10:23 AM.