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modernmenace123

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  1. Thanks but I actually do use reset() in between the quests already unfortunately
  2. Hello everyone, I am currently trying to make a repeatable quest like the radiant ones found in game, but I am having an issue where the game is not actually showing the quest as a new instance when started the second time. This is how the quest plays out when tested in game: 1. Player accepts quest (Kill enemies spawned via aliases) 2. Aliases are properly filled and objectives progress normally 3. Player turns in the quest and it completes successfully 4. Player accepts quest again and "Quest Started" UI shows up properly. 5. Aliases are properly refilled and a second instance can be found properly in the game world if I manually walk to their location 6. Quest continues to progress and set stages normally Issue: The stages and objectives are being updated on the previously completed instance of the quest, rather than creating a new one for the player to track. As can be seen above I believe that the quest is properly repeating, but using the old quest instance (which is completed and cant be tracked) for some reason, probably due to incorrect setup. Notes: - The quest calls Stop() when completed and Start() when restarted - The quest is reset using Reset() - The quest is not marked as run once, and follows the same general structure as the default radiant quests - Warn on alias fill produces no warnings, leading me to further believe it is not an alias issue Thanks in advance for any help anyone may be able to provide!
  3. T Thanks for the help! I actually didnt know about the debug.trace function and learned some really good information reading up on it. After doing as you suggested I found that wait actually calls the CommandMode_Travel package rather than the wait portion of the Followers package for some reason. I was able to get it working in the end knowing that though, thanks again
  4. Hello everyone! I am a relatively new Fallout 4 modder but have plenty of experience with the creation kit from previous titles so I know my way around. I have recently been trying to make a simple mod that replaces the companion wait action with a small sandbox near the area they were told to wait. To accomplish this I modified the FollowersCompanionPackage's second action from Travel to wait marker to sandbox at wait marker. However when in game I found that the companion will just stay put like normal. Interestingly the iFollower_Com_Wait value, which the script/conditions say is supposed to tell the follower to wait, is not being set when checked through the ingame console. When manually set, nothing happens either. However when the companion is in follow mode and this value is set through the in-game console, the sandbox package will work as I intended it. I assume this means that there is a hard function that is triggered when that wait command is processed which overrides the followers script entirely. My initial reaction that somewhere there is a secondary package (maybe related to commands?) that is being triggered through some function like mentioned above overriding the followers package (contradicting the script's comments). I have searched through all related follower quests, scripts and packages and could not find what is overriding it. I was wondering if anyone here has run into this or could maybe offer some advice?
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