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Custome Quest refuses Start


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So,I've been working on this Mod for a while, I'm now at the point where it's done and I want to test it, but It simply doesn't want to start.

 

It's a quest that I want to happen right after completing the BOS Quest Blind Betrayal, And despite the fact I have the coding in there to start (and when I was doing some initial testing, it worked), Now it simply won't.

 

Not even console commands can get this game to start. StartQuest, SetStage, ResetQuest, none of them work.

 

Putting in the SQV I get this

---Papyrus---

MyMod01: BOS302MM

Script State = ""

Ungrouped Auto Properties:

Alias_Maxson const = alias Maxson on quest Danse302MM (20000F99)

BOS302HaylenSpawnMarker01 const = (000D109F)

BOS302HaylenSpawnMarker02 const = (0023B842)

BOS302HaylenSpawnMarker03 const = (0023B843)

âVariables:

No Variables

CA_QuestStage_Bump:

Script State = ""

Ungrouped Auto Properties:

QuestStageBumpData[] const = []

Variables:

No Variables

Danse302MMQuestScript:

Script State = ""

No auto Properties

Variables:

No Variables

-7 Aliases for quest 'Danse302MM' (20000F99)-

REF 'Danse'-> NONE

REF 'Haylen'-> NONE

REF 'Quinlan'->NONE

REF 'Maxson'->NONE

REF 'HaylenHolotag'-> NONE

LOC 'TheCastleLocation'-> NONE

Ref 'TheCastle'-> NONE

--Quest state--

Enabled? N0

State: Stopped

Current stage: 0

Priority: 70

 

I'm new to Moding so I'm not sure what All of it means, So I appreciate any help you can give.

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Show us the pics of your quest. EVERY Tab: Quest Tab, Stage Tab, Aliases Tab (With the settings of every alias reference too), - everything! And every dialogue in detail (Scenes tab). If you have a Script attached to quest iun the last window (Script Tab), which you should have actually, I need to see its code as well. Edited by werr92
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10:1 you are trying to run the quest mod in a savegame that you have already tried to run the quest mod in.

 

If so, you need to use a savegame that never seen your quest mod and DONT SAVE over that once you have loaded the mod.

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I'm hoping to avoid restarting my save, because that last save was a solid 10 hours before hand. And I already had to do that once prior.

 

As for the mod itself, I can't seem to put it all the screenshots in one post, so I'll have to make several

 

Here is the Code In the Quest stages Tab to lessen the amount I need to do

 

;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment
Scriptname Fragments:Quests:QF_302DanseMM_01000F99 Extends Quest Hidden Const
;BEGIN FRAGMENT Fragment_Stage_0000_Item_00
Function Fragment_Stage_0000_Item_00()
;BEGIN CODE
if MinDestBOS.GetStageDone(1000)==1
SetStage(150)
Endif
;END CODE
EndFunction
;END FRAGMENT
;BEGIN FRAGMENT Fragment_Stage_0010_Item_00
Function Fragment_Stage_0010_Item_00()
;BEGIN CODE
SetObjectiveDisplayed(10)
;END CODE
EndFunction
;END FRAGMENT
;BEGIN FRAGMENT Fragment_Stage_0020_Item_00
Function Fragment_Stage_0020_Item_00()
;BEGIN CODE
SetObjectiveCompleted(10)
SetObjectiveDisplayed(20)
;END CODE
EndFunction
;END FRAGMENT
;BEGIN FRAGMENT Fragment_Stage_0030_Item_00
Function Fragment_Stage_0030_Item_00()
;BEGIN CODE
SetObjectiveCompleted(20)
SetObjectiveDisplayed(30)
Danse302MM_travel.Start()
;END CODE
EndFunction
;END FRAGMENT
;BEGIN FRAGMENT Fragment_Stage_0040_Item_00
Function Fragment_Stage_0040_Item_00()
;BEGIN CODE
if BoSKickOut.GetStageDone(20)==1
SetStage(140)
Endif
SetObjectiveCompleted(30)
SetObjectiveDisplayed(40)
Danse.GetActorRef().AddToFaction(Minutemen)
CompanionActorScript DanseCompanion = Danse.GetActorReference() as CompanionActorScript
DanseCompanion.HomeLocation = TheCastleLocation
;END CODE
EndFunction
;END FRAGMENT
;BEGIN FRAGMENT Fragment_Stage_0050_Item_00
Function Fragment_Stage_0050_Item_00()
;BEGIN CODE
SetObjectiveCompleted(40)
SetObjectiveDisplayed(50)
;END CODE
EndFunction
;END FRAGMENT
;BEGIN FRAGMENT Fragment_Stage_0060_Item_00
Function Fragment_Stage_0060_Item_00()
;BEGIN CODE
SetObjectiveCompleted(50)
SetObjectiveDisplayed(60)
Danse.GetActorRef().AddItem(ClothesMinutemanOutfit, 1, true)
Danse.GetActorRef().EquipItem(ClothesMinutemanOutfit, true)
Danse.GetActorRef().AddItem(ClothesMilitaryCap, 1, true)
Danse.GetActorRef().EquipItem(ClothesMilitaryCap, true)
;END CODE
EndFunction
;END FRAGMENT
;BEGIN FRAGMENT Fragment_Stage_0070_Item_00
Function Fragment_Stage_0070_Item_00()
;BEGIN CODE
SetObjectiveCompleted(60)
SetObjectiveDisplayed(70)
;END CODE
EndFunction
;END FRAGMENT
;BEGIN FRAGMENT Fragment_Stage_0080_Item_00
Function Fragment_Stage_0080_Item_00()
;BEGIN CODE
SetObjectiveCompleted(70)
SetObjectiveDisplayed(80)
Danse302MMBunkerHill.Start()
;END CODE
EndFunction
;END FRAGMENT
;BEGIN FRAGMENT Fragment_Stage_0090_Item_00
Function Fragment_Stage_0090_Item_00()
;BEGIN CODE
SetObjectiveCompleted(80)
SetObjectiveDisplayed(90)
HaylenRef.GetActorRef().RemoveFromFaction(BrotherhoodofSteelFaction)
HaylenRef.GetActorRef().AddToFaction(Minutemen)
;END CODE
EndFunction
;END FRAGMENT
;BEGIN FRAGMENT Fragment_Stage_0100_Item_00
Function Fragment_Stage_0100_Item_00()
;BEGIN CODE
SetObjectiveCompleted(90)
SetObjectiveDisplayed(100)
Danse302MMHaylenCastle.Start()
HaylenRef.GetActorRef().AddItem(ClothesMinutemanOutfit, 1, true)
HaylenRef.GetActorRef().EquipItem(ClothesMinutemanOutfit, true)
;END CODE
EndFunction
;END FRAGMENT
;BEGIN FRAGMENT Fragment_Stage_0110_Item_00
Function Fragment_Stage_0110_Item_00()
;BEGIN CODE
SetObjectiveCompleted(50)
SetObjectiveDisplayed(110)
;END CODE
EndFunction
;END FRAGMENT
;BEGIN FRAGMENT Fragment_Stage_0115_Item_00
Function Fragment_Stage_0115_Item_00()
;BEGIN CODE
SetObjectiveCompleted(100)
SetObjectiveDisplayed(115)
;END CODE
EndFunction
;END FRAGMENT
;BEGIN FRAGMENT Fragment_Stage_0120_Item_00
Function Fragment_Stage_0120_Item_00()
;BEGIN CODE
SetObjectiveCompleted(115)
SetObjectiveDisplayed(120)
BoSKickout.SetStage(20)
;END CODE
EndFunction
;END FRAGMENT
;BEGIN FRAGMENT Fragment_Stage_0125_Item_00
Function Fragment_Stage_0125_Item_00()
;BEGIN CODE
SetObjectiveCompleted(100)
SetObjectiveDisplayed(125)
BoSKickout.SetStage(20)
BrotherhoodofSteelFaction.SetEnemy(Minutemen)
Minutemen.SetEnemy(BrotherhoodofSteelFaction)
;END CODE
EndFunction
;END FRAGMENT
;BEGIN FRAGMENT Fragment_Stage_0130_Item_00
Function Fragment_Stage_0130_Item_00()
;BEGIN CODE
SetObjectiveCompleted(100)
SetObjectiveDisplayed(130)
;END CODE
EndFunction
;END FRAGMENT
;BEGIN FRAGMENT Fragment_Stage_0140_Item_00
Function Fragment_Stage_0140_Item_00()
;BEGIN CODE
CompleteAllObjectives()
Stop()
;END CODE
EndFunction
;END FRAGMENT
;BEGIN FRAGMENT Fragment_Stage_0150_Item_00
Function Fragment_Stage_0150_Item_00()
;BEGIN CODE
FailAllObjectives()
Stop()
;END CODE
EndFunction
;END FRAGMENT
;END FRAGMENT CODE - Do not edit anything between this and the begin comment
Scene Property Danse302MM Auto Const
Package Property Danse302MMEscort Auto Const
Alias Property HaylenHolotag Auto Const
Alias Property Maxson Auto Const
Alias Property Haylen Auto Const
Alias Property Quinlan Auto Const
Quest Property BoSKickOut Auto Const

Scene Property Danse302MM_travel Auto Const
Location Property TheCastleLocation Auto Const
Int Property NewProperty Auto Const
Quest Property BoSDansePostGame Auto Const
Quest Property DansePostGame Auto Const
Faction Property Minutemen Auto Const
ReferenceAlias Property Danse Auto Const
Armor Property ClothesMinutemanOutfit Auto Const
Armor Property ClothesMilitaryCap Auto Const
ReferenceAlias Property HaylenRef Auto Const
Faction Property BrotherhoodofSteelFaction Auto Const

Scene Property Danse302MMHaylenCastle Auto Const
Scene Property Danse302MMBunkerHill Auto Const
Quest Property MinDestBoS Auto Const

 

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I'm hoping to avoid restarting my save, because that last save was a solid 10 hours before hand. And I already had to do that once prior.

 

When creating a mod, always test on an old save or a new save, and do not save. Saving bakes a lot of script related things(and OnInits will not re-fire unless the quest is stopped and restarted, etc). And never test on a serious save(main character/file) unless you make a copy of that save.

 

The only thing I see that might be part of the problem is this Stage 0.

 

But to rule out the common case of aliases being the problem, you can set them all to optional, thus the quest will start because it doesn't have to care about aliases, it'll also reveal if any(or all) did not fill.

Edited by Rasikko
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I'm hoping to avoid restarting my save, because that last save was a solid 10 hours before hand. And I already had to do that once prior.

 

When creating a mod, always test on an old save or a new save, and do not save. Saving bakes a lot of script related things(and OnInits will not re-fire unless the quest is stopped and restarted, etc). And never test on a serious save(main character/file) unless you make a copy of that save.

 

The only thing I see that might be part of the problem is this Stage 0.

 

But to rule out the common case of aliases being the problem, you can set them all to optional, thus the quest will start because it doesn't have to care about aliases, it'll also reveal if any(or all) did not fill.

 

It was the aliases. As soon as I set them all to optional, I could start the quest.

 

Thanks for the advice.

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Sorry for late response. Set your aliases to be Allow Reserved as well. Because it seems you use vanilla npcs, it is good thing to mark them this way.
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