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Quest Won't Start and other related problems


Hellscreamy

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I am trying to create quests for a mod I’m working on together with someone else. They are easy gathering and kill quests I’ll create before starting on some more complex forms with scenes and large setpieces. I've already created some working quests before, but they stopped working for some reason, either because it misses scripts or because we merged the file.


Now I’m trying to create similar quests as before, but now they no longer seem to work. This isn’t the bug which is solved by reloading the save and both of us have tried to get them started.

 

These are the problems I’m facing:
1) Quests won’t start
The quests I have are all Start Game Enabled with dialogue checking whether it is the correct npc and if the stage is still correct. I have done the exact same setup as the Bethesda quest-tutorial ( http://www.creationkit.com/Bethesda_Tutorial_Planning_the_Quest ), yet for me it doesn’t work.
The stages are 0, 10, 20, 200, 250
The dialogue only shows up when the stage is below 10 and the ID of the speaker is correct.
2) Items aren’t counted, variables show up as [...]/[...]
This happens in the same quest, I’ve used the exact same code as the Ivarstead quest about bear pelts. I’ve setup the global and quest variables exactly like the Ivarstead quest.
3) Guards will not arrest me and send me to jail.
This problem is somehow only happening to me and not for others testing the mod. When I’m apprehended by a guard and given the 3 options, the goto jail version just sends me into a recursion of the dialogue (“What is the problem?”).
Below you’ll see my stage setup, scripts and dialogue setup. I hope this will make everything clear.
STAGES:
Stage 0: (Start Up Stage)
Stage 10:
SetObjectiveDisplayed(10)
pQuestScript.ObjectsCounted()
Stage 20:
SetObjectiveCompleted(10)
SetObjectiveDisplayed(20)
Stage 200: (Complete Quest)
SetObjectiveCompleted(20)
SetObjectiveDisplayed(200)
pQuestScript.EndSwap()
Stop()
Stage 250:
FailAllObjectives()
Stop()
OBJECTIVES:
Stage 10:
<Global={ObjectsCurrent}>/<Global={ObjectsTotal}> ;Set as 0/8 at the start
Stage 20:
Return to Questgiver
ALIAS:
QuestgiverAlias
RewardAlias
ObjectAlias
DIALOGUE:
QuestView
BranchStart –
MeetingTopic - > Accept/Decline
Stage < 10, ID = Questgiver
BranchComplete –
Goodbye
Stage == 30, ID = Questgiver
Additem(gold), addref(reward)
SCRIPTS:
Scriptname QuestScript extends Quest  

GlobalVariable Property pGlobalObjectCount  Auto  Conditional

GlobalVariable Property pGlobalObjectTotal  Auto  Conditional

FormList Property pObjectFormList  Auto  Conditional

Quest Property pQuest  Auto  Conditional


Function ObjectsCounted()

    float CurrentCount = Game.GetPlayer().GetItemCount( pObjectFormList)

    pGlobalObjectCount.Value = CurrentCount
    UpdateCurrentInstanceGlobal(pGlobalObjectCount)

    if CurrentCount >= 8
        pQuest.SetObjectiveCompleted(10,1)
        pQuest.SetObjectiveDisplayed(20,true,true)
    elseif CurrentCount < 8
        pQuest.SetObjectiveCompleted(10,0)
        pQuest.SetObjectiveDisplayed(20,0)
        pQuest.SetObjectiveDisplayed(10,true,true)    
    endif

endFunction

Function EndSwap()

    int ListSize = pObjectFormList.GetSize()
    int CurrentObjects = 0
    int ObjectsLeft = 8

    while CurrentObjects < ListSize && ObjectsLeft > 0
        Form CurrentItem = pObjectFormList.GetAt(CurrentObject)
        int ObjectCount = Game.GetPlayer().GetItemCount(CurrentItem)

        if ObjectCount >= ObjectLeft
            ObjectLeft = 0
        else
            ObjectLeft -= ObjectCount
        endif

        Game.GetPlayer().RemoveItem(CurrentItem, ObjectCount)
        CurrentObject += 1
    endwhile

endFunction

 

 

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Are you aware of the quest bug that emerged after 1.8 update? Have you generated an SEQ file for your quest?

 

Check out this post on Bethesda's site, it may be why your quest isn't working.

 

http://forums.bethsoft.com/topic/1417941-dialoguequest-bug-solution/page__p__21672989?do=findComment&comment=21672989

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No, I wasn't aware of this problem. I'll try it out as soon as possible.

 

I suppose you don't also know the reason why my variables don't show up in the quests objectives?

Sorry, but I'm a bit out of my depth on that one. Been working on my first Skyrim Quest the past few weeks and stumbled across the SEQ issue after my quest wasn't starting properly. Haven't gotten that in depth on the Papyrus scripting yet.

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