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Custome Quest refuses Start
colbycolbear replied to colbycolbear's topic in Fallout 4's Creation Kit and Modders
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.- 10 replies
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Custome Quest refuses Start
colbycolbear replied to colbycolbear's topic in Fallout 4's Creation Kit and Modders
I'll wait for later to turn in the Dialogue.- 10 replies
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Custome Quest refuses Start
colbycolbear replied to colbycolbear's topic in Fallout 4's Creation Kit and Modders
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Custome Quest refuses Start
colbycolbear replied to colbycolbear's topic in Fallout 4's Creation Kit and Modders
The Stages Main tab.- 10 replies
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Custome Quest refuses Start
colbycolbear replied to colbycolbear's topic in Fallout 4's Creation Kit and Modders
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) EndifSetObjectiveCompleted(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 commentScene Property Danse302MM Auto ConstPackage Property Danse302MMEscort Auto ConstAlias Property HaylenHolotag Auto ConstAlias Property Maxson Auto ConstAlias Property Haylen Auto ConstAlias Property Quinlan Auto ConstQuest Property BoSKickOut Auto Const Scene Property Danse302MM_travel Auto ConstLocation Property TheCastleLocation Auto ConstInt Property NewProperty Auto ConstQuest Property BoSDansePostGame Auto ConstQuest Property DansePostGame Auto ConstFaction Property Minutemen Auto ConstReferenceAlias Property Danse Auto ConstArmor Property ClothesMinutemanOutfit Auto ConstArmor Property ClothesMilitaryCap Auto ConstReferenceAlias Property HaylenRef Auto ConstFaction Property BrotherhoodofSteelFaction Auto Const Scene Property Danse302MMHaylenCastle Auto ConstScene Property Danse302MMBunkerHill Auto ConstQuest Property MinDestBoS Auto Const- 10 replies
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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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So I have been trying to create my first mod, but I think between my first and second attempt at trying to make it, I lost the Code to BoS302 stage 250 for Danse to be added to the Bos crime faction, to ignore BoS Crime, and adding the Bunker as his actor home Could someone post those codes? Or even just the entire section of 255? Thank you **Edit** Found the code.
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So I have been experimenting with Fallout 4's Creation kit and have been trying to work on a mod. I've been getting better, but I noticed that when starting my second attempt at the mod, I lost some critical code in the quest "Blind Betrayal" or BoS302. It's the code that places Danse into the Enemy faction and then makes him not care about BOS crimes. I can't find a way to restore that code, so could someone post it here please? Thank you. *Edit* I also seem to be missing Danse's home location code as well. ***Edit*** I didn't realize this was the Skyrim section until a few minutes ago, so my apologies. I'll try to see if I can delete the post some time soon.
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So I have been experimenting with Fallout 4's Creation kit and have been trying to work on a mod. I've been getting better, but I noticed that when starting my second attempt at the mod, I lost some critical code in the quest "Blind Betrayal" or BoS302. It's the code that places Danse into the Enemy faction and then makes him not care about BOS crimes. I can't find a way to restore that code, so could someone post it here please? Thank you. *Edit* If it helps, I think the original code is in Stage 255, or one of the stages around there.