Jump to content

Overpwng

Members
  • Posts

    5
  • Joined

  • Last visited

Nexus Mods Profile

About Overpwng

Overpwng's Achievements

Newbie

Newbie (1/14)

  • First Post
  • Conversation Starter
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. I have generated the seq file, as you said, loading up only skyrim.esm and my mod, and yet my aliases still aren't loading... I have 2 aliases, both unique actors, and when I check the sqv on the quest in-game I get this: [ No papyrus scripts attached - 0 Aliases for quest 'MODQuest01' (25000D64)- --- Quest State ----------- Enabled? Yes Stat: Running Current Stage: 0 Priority: 60 ] Why aren't the aliases loading/filling? What am I missing? I don't see how a unique actor alias couldn't load... I set one of the two unique actors that are supposed to fill my aliases using a persist location, and the other without, for testing purposes, but none of them load. I don't understand the last bit... I do know that both of them aren't filling, I just don't know why.
  2. Well obviously I don't need to set an Alias right NOW. But if I can't get this in to work in the simplest possible state how am I supposed to be able to make aliases work when it really counts? It's mostly about good methodology. What I'm looking for is why the alias doesn't fill at all. I'll update the main post!
  3. The condition is in the dialogue for GetIsAliasRef, using the alias, not the alias itself! I actually hadn't, and while it didn't change anything, I will keep a clean save for future use! Thanks for the input! Ah! Now that's a useful one (the command that is). If I'd known, it would've saved me a lot of time hah. Anyways, thanks to that I can confirm that the quest does start correctly. Although, it has 0 aliases loaded or whatnot. Thus, I presume the issue comes from filling the alias? Still no clue why it wouldn't do so though. It does start enabled, as it has to be available the first time you speak with the npc. Never heard of "seq" files though. With a little research, it seems I can only generate one using TES5Edit. You think that would fix the alias issue? Is it just a general bug or is there a way (that I'm supposed to be doing) to do so only using the creation kit? Thanks for the advice!
  4. Alright so first of all, I want to make it clear that I searched a lot for this. Checked the forums here, other forums, tried testing and debugging it myself but I can't figure it out. Obviously it has to be some minute detail I missed and I'm going to feel stupid afterwards. So here goes: I have only recently started working with quests, as I was previously more a level designer type of guy, and I ran into this super annoying problem... That my quest alias doesn't work. Doesn't work, in this case, means the condition returns false. I have a super basic quest, with a super basic actor (MODQuestGiver), with no factions and a default sandbox AI package, and everything works marvelously if I set all my conditions as GetIsID [Actor : 'MODQuestGiver'] == 1 * but if I change this condition with GetIsAliasRef [Alias: 'Quest Giver'] == 1 * *Not script lines, just condition items in the dialogue topic window where the "Quest Giver" alias is filled with a "Unique Actor" set to "MODQuestGiver" (yes, it's a unique actor), then it doesn't work. Obnoxiously enough, it's exactly what Bethesda states in their creation kit tutorial: http://www.creationkit.com/Bethesda_Tutorial_Quest_Aliases Right there, from what I understand of how aliases work, I shouldn't have any problems right now... Here is the detailed process of what I've tested so far: 1. I noticed something on the Creation Kit Wiki that mentioned that setting a Unique Actor only works if it's set to a persist location. So I set the actor in my scene to a persist location, and still no result. (I placed her in the New Gnisis Corner Club and used the same persist location as the bar tender, which was WindhelmLocation, also tried WindhelmNewGnisisCornerClubLocation, none worked.) 2. I tried replacing the "Quest Giver" alias' fill type with a Forced Reference, rather than a Unique Actor. Then again, it yielded no results. Although, this leads me to believe that maybe the Alias fills correctly, but something isn't right in the condition itself. 3. Following that train of thought, I ticked the "Use Aliases" box in the condition window. No result. And there I am, all out of ideas. I tried a ton of combinations of different factors and truly can't figure it out. Considering I pretty much followed Bethesda's tutorial to the letter to that point, except for things like names and locations, I'm very confused. So either there's a little detail I missed somewhere, or there's a combination of the previous factors that would've made it work correctly that I missed. I'm hoping this was clear enough so that this can be a reference for any future newbie alias problem. :thumbsup: EDIT 1: I've been able to determine, using console commands in-game, that the quest starts fine, but no aliases are loaded. Someone said something about needing an SEQ file... Most tutorials don't even mention that and work fine, so is it absolutely necessary? If so, do I have to use TES5 edit to generate a seq file or is it something I can do from the CK as well? PS.: I tried getting screenshots attached but this website has been quite buggy for me recently and it's not letting me, I'll try again later
×
×
  • Create New...