CorrosiveRadio Posted October 28 Share Posted October 28 I am trying to get my test quest to start at the end of the whispering door quest (DA08)... don't understand why this bit of script is not triggering my test quest...Yes I do have my quest defined as modtest in the properties of DA08...please help Link to comment Share on other sites More sharing options...
IsharaMeradin Posted October 28 Share Posted October 28 If you are testing on an existing game and the DA08 quest has already been started, your changes to the stage fragment will not be recognized. Going the route, you are going will require a brand-new game every time you want to test. Why? DA08 is set to be start game enabled. It is active from the beginning and waits for certain triggers in order to advance and "start" from the player's perspective. I would recommend using the story manager to trigger your quest on location change. Use a condition that DA08 be completed prior to allowing your quest to be started. Link to comment Share on other sites More sharing options...
scorrp10 Posted October 28 Share Posted October 28 The command to start a quest is 'Start()', just like that 'BladeTracker.Start()' line already there. So, 'modtest.Start()' I assume you did add a 'Quest' type modtest property in the properties page, and populated it with your quest. Now, this is really a very poor practice. The DA08 quest is start game enabled, so the script instance is created when game starts. Means that if your mod is added after game is started, that property will not populate. So, you have a few options: 1. Use 'GetFormFromFile' to obtain your quest form without reliance on property population. 2. Create a StoryManager node. I would probably use a 'PlayerAddItem' event, and run it on subject, checking that the item is the 'rusty blade'. 3. Attach a script directly to the sword. Link to comment Share on other sites More sharing options...
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