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Garuda002

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Everything posted by Garuda002

  1. For anyone that may stumble across this looking for answers to the same issue, I ended up recreating the quest from scratch and that new quest simply doesn't have the same issue (at least not yet). I don't know if this was an issue originating from when I first configured the original quest resulting in it being in some weird state under the hood, or if it was because I missed adding a script in my last mod release, or if it actually was my scripting logic and I just haven't experienced it yet because I haven't finished recreating the quest. Either way, I think the lesson I learned is to always test saving and loading game after your reference aliases have filled to make sure that the quest is holding the data. And I guess if it's not and you can't find a fix by configuring your quest, the aliases, or reworking your scripting logic, you've at least caught it early and can recreate the quest and hopefully it works the second time. I'm about to drop an update to my mod, so I'll post a follow-up response stating if the quest got broken again after release. If so, I must be doing something seriously wrong.
  2. Yep, just commenting out the clear on the ref alias did nothing...
  3. So I started with BO_PotDismissSpyScript, it doesn't actually dismiss the spy it just does a ForceRefTo for another alias, of which I use to clear the alias from the pic. Either way I commented out the code and still no dice. Next I'll try commenting out the only clear call for that alias in the whole quest. I'll report back.
  4. I'm having a unique issue with one of the quests that I've created. The quest centers around its reference aliases, from which I have NPCs assume a new 'identity' with new AI packages. Everything works great until I save game and reload. The reference alias is cleared and the NPC is left in an un-interactable state since I cleared the other aliases it was using. Strangely, I do not experience this issue on the other 3 quests I have written so far. I'm still investigating the differences between the quests, but I'm wondering if anyone else has run into this issue. And if so, why is it happening and how should I fix it? Further context: The NPCs of interest are any of the potential followers, specifically once they have been recruited as Blades. I'm getting the actor value from the reference alias of the Blades recruitment quest, then using ForceRefTo to force the alias below to reference the follower actor of interest. Once this is done, I clear the Blade ref alias so that the Blades AI package does not conflict with the AI package of the reference alias below.
  5. Summary of Goal: My mod, for right now, is to duplicate exactly the rebuilding the blades quest from delpine. Once it is working, I plan on expanding it. Topic of issue: I am attempting to trigger the second round of dialogue where you come to delpine with a follower and tell her you want said follower to be inducted into the blades. In the original quest, they used the following condition for the dialogue: Conditional function - GetInFaction, Faction - 'Blades Faction', == 0, Run on - Quest Alias: Follower, Follower. However, for my duplicate quest, when I select the same condtional function and faction, it gives me the actual quest aliases from my quest, so Delphine, Esbern, and the 3 Blade aliases. So the problem is that I can properly check conditions on the player's follower, thus no dialogue. Questions: How is the original quest calling that conditional function and getting those aliases and not the aliases from the recruit blades quest like I am? UPDATE: Upon further inspection, it seems there is some sort of link to an identical dialogue tree in the DialogueFollower quest.
  6. Yeah they made poisoning the purifier an option, but it never went anywhere since they killed off Eden and Raven Rock while you were unconscious. You could destroy the Brotherhood at the end of the vanilla DLC by calling an orbital strike on the Citadel, but it's kind of stupid to just destroy them after you helped them wipe out the Enclave. My plan is to just put a couple of qualifying statements into the script that runs after you activate the purifier. Instead of transporting you to the Citadel, you get captured by the Enclave and it will essentially be a mirror situation of Broken Steel, just with the Enclave. And the cell with the LOD issue is it's own wasteland cell, the satellite relay station where Liberty Prime gets destroyed.
  7. @xenaclone, yeah I can imagine since FO3 is 12 years old now and all of the active modders are either on FO4 or Skyrim lmao. But yeah the goal of my mod is to redo the Broken Steel DLC with the option of joining the Enclave if you poison the purifier like Eden promised. I have copied interior cells just fine with no problems as far as I can see, I just need to delete references and triggers from the original cells. I have run into a problem when duplicating an exterior cell though. Everything seems to work as I expect it to, but the tree LOD is completely trashed. I get the phantom tree issue and have spent all night looking for a solution with no luck. It's not a game breaking bug, but I know there are a lot of people out there that are graphical snobs and would hate seeing that. But other than that, yeah like you said GECK wiki, google, and experimentation have kept me moving along just fine.
  8. Experienced mod creators/designers, I've been modding my Bethesda games for probably 6 or 7 years now, but I've finally decided to try my hand at making my own content. I'm a junior electrical/computer engineer, so I have enough coding knowledge/experience that I'm comfortable writing code and designing scripts. I've already created two fairly large cells, complete with furniture, clutter, and navmesh. I have also created a couple of NPCs and scripted a couple of basic quests using custom activators built from static objects. Where I find myself not comfortable moving forward is in more advanced design practices. As an experienced mod user, I know poor script design can wreak havoc on a user's game save and general gameplay experience. What are the scripting rules of thumb to minimize bugs, script lag, and save game bloating? The mod I am trying to make is essentially a DLC overhaul and my original plan was to simply make additions to the existing cells and scripts, but as I continue to move forward, I have started thinking maybe it's easier to duplicate the cells and start from scratch, since I'm essentially ignoring the original questline of this DLC. What is the rule of thumb for overhaul type mod design when it comes to editing vs. making new cells? Also, is there a way to copy specific changes from an esp in order to start my efforts fresh or does this cause dependency issues? Any insight is welcome and appreciated!
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