csbx Posted July 31 Share Posted July 31 (edited) The mod that I made and have been playing with for the last few months (unreleased as of now) grabs the map marker from a (e.g.) radiant quest and then searches for that map marker in formlists I've put together. When it finds a match, it then offers up directions to the location to the player. The way I have it set up, when a match is NOT found, the map marker is added to the map as a failsafe so the player has a way to get there. Occasionally I'll find that, randomly, a location will show up as NOT found within my system when it is in fact there. E.g. Silent Moons Camp is given as a bounty quest location, but my script reports that it isn't found within my formlist. What I now think is happening is that a quest mod that adds a map marker in the vicinity of Silent Moons Camp is being picked up by the radiant system (hence the random nature), and THAT is the map marker my list is being compared to. In the end, clearing Silent Moons Camp satisfies the bounty, so I just find it odd that it wasn't its map marker that filled the alias. I'm presuming the radiant system is what it is and that those map markers will be picked up by the radiant system. Is there a way I can handle these exceptional cases ? Edited July 31 by csbx Link to comment Share on other sites More sharing options...
xkkmEl Posted July 31 Share Posted July 31 Some of the radiant quests use aliases with the "Location Alias Reference" fill type. Mods can easily mess with these. If that's part of your issue, I'm sorry to say I know of no way to check without running quests in a loop trying to discover new references that match the required loc ref type. But then I haven't really played with these so I may easily have missed something. 1 Link to comment Share on other sites More sharing options...
PeterMartyr Posted August 1 Share Posted August 1 I would debug it, to see what is actually going on, instead of assuming or guessing. But that just me)) Link to comment Share on other sites More sharing options...
csbx Posted August 1 Author Share Posted August 1 12 hours ago, PeterMartyr said: I would debug it, to see what is actually going on, instead of assuming or guessing. But that just me)) Yep - that's what I did before posting OP. I confirmed radiant system is grabbing a different map marker for a modded location instead of the map marker for silent moons. But when you get the radiant quest it says it's sending you to silent moons. And when you clear SMC it satisfies the quest. It just fuuhhhgs with my scripting for these very oddball cases. Link to comment Share on other sites More sharing options...
xkkmEl Posted August 1 Share Posted August 1 If you know what quest and what alias is involved, you can get events when the quest starts (or changes stages) and take the opportunity to look at what got filled into the alias. Specifically, the quest's OnInit event is called when (1) the quest is 1st loaded into the game, whether the quest starts then or not, (2) when the quest starts and has finished filling its aliases, (3) when the quest changes stage. You can piggy back your own quest script to intercept the OnInit event without interfering with the quest nor with other mods that might modify the quest (within reason). Link to comment Share on other sites More sharing options...
PeterMartyr Posted August 2 Share Posted August 2 my point exactly, debugging gives you the form id Link to comment Share on other sites More sharing options...
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