Lollia Posted September 22 Share Posted September 22 So these particular two quests are part of a set of seven that have a random chance to be given to the player. I finally have the other ones working beautifully (spent over six months working on Task 5 alone!), but these last two (Tasks 6 and 7) are proving especially stubborn. Both Tasks, like their siblings, are scripted to stop and reset themselves after the last objective is fulfilled. Like I said, the other five are working fine, so the only real difference I can see here is that the player is given a special object that must be delivered to an NPC. I have been looking over the Spread the Love quest for the Temple of Mara in Riften, and (at least where Task 7 is concerned) we're set up almost exactly the same way when it comes to object control, so the frustration is mounting. - - - - - - - Edit: Task 6 is fixed! The battle with Task 7 (see below) goes on! Edit 2: Task 7 is now also fixed! I've removed the strike-through effect on Task 6's description below in case anyone else runs into a similar situation and needs to do comparison in the future. - - - - - - - Task 6 sees the player being given an object that must be delivered to a specific NPC (V). There's a variant which can be randomly selected instead that has the same mission (but gives a different object) which is directed towards another specific NPC (G). The first time Task 6 plays, everything goes off without a problem. The alias of the NPC is found, the map marker works, the object is given to the player and then taken away once the targeted NPC is spoken to, and the whole thing resets so that the quest can be added back to the random selection. The second time around is not so fortunate. If the random selection calls for the variant I mentioned, that's where things get dicey. The object is NOT given, and the map marker is unable to find the alias. The dialogue works, but since the object it's conditioned to check for isn't in the player's inventory, it cannot normally play. If you cheat the object to the player's inventory, the dialogue does play, the object is then removed accordingly, and the quest resets. Now before someone says that something must be wrong with G's alias, nope, that's not it. I have tested this backwards and forwards. Depending on which version of the mission target the quest randomly rolls, the first one (the very first time the quest runs) will have their alias, map marker, object given and object taken away processes work flawlessly. It has something to do with the second time around, but I can't figure out what. - - - - - - - Task 7 is similar, except that the player is given four special objects that must be delivered to random NPCs. (The NPCs in question must belong to a certain faction and have certain voice types, but that's all it requires.) Task 7 is a bit fancier because I tried my darnedest to recreate the counter like the one in the Riften Spread the Love quest. Approach an acceptable NPC and the dialogue works great, the object is removed, and the counter notes that 1 out of 4 objects have been given. Yay! Speak to a second NPC and nothing happens once their response ends. The last 3 objects stay in the player's inventory in perpetuity and the quest can never be finished. - - - - - - - If you're still here, then thanks very much for taking the time to read through all that. I'm feeling pretty brain dead at this point and would appreciate any ideas you might have. If you require more detail about anything, or need to see video footage of the quests working up until the point they don't, let me know. Link to comment Share on other sites More sharing options...
scorrp10 Posted September 22 Share Posted September 22 Whatever the cause of those issues, they are likely buried deep in some quest/stage flags, and potentially in the scripts. The only way to troubleshoot would be if you share the whole thing somewhere: esp, source code and all Link to comment Share on other sites More sharing options...
Lollia Posted September 22 Author Share Posted September 22 Good news! I managed to fix Task 6! I changed some of the tags on the quest aliases for the objects and it started working properly for both variants. No map marker failures, no mishaps with objects being given or removed--everything is looking good. Enacted similar changes for Task 7, but it's still acting up. I'm going to keep fighting with it, though. I have a feeling that the answer is smack-dab in front of me. Link to comment Share on other sites More sharing options...
Lollia Posted September 22 Author Share Posted September 22 HUZZAH! Task 7 is now working! I thought I might have fixed it when I last posted, but the change I made wouldn't take effect unless it was part of a new game. So that's what I did! Started a new game, punched Benor and won his heart, got married, broke into Skyrimlazz's beautiful Velothi Palace since there was no way I could gain access to a vanilla player home so early, and the dialogue--bless its artificial soul--worked. I had to reload a few times to get Task 7, but it's working! I've waited over a year to see this quest in action! Oh, and if anyone is wondering what the problem was: One, I needed to change some of the quest alias tags for the objects, and two, I forgot to tag the quest data for repeatable stages. That's why it wasn't doing anything but say the recipient's dialogue when the script told it to repeatedly set itself to a stage it had already reached. Link to comment Share on other sites More sharing options...
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