dizietemblesssma Posted November 15 Share Posted November 15 I have found that a quest I made to show markers will not show floating markers in the gameworld for all the markers that are shown on the map. After collecting enough of the items then the ones that don't have floating markers will start to show floating markers BUT to get them to do this it is necessary to save and reload, F5 and F9 is sufficient. So I can pick up an item, go to the location of the next one which is marked on the map, but it won't have a floating marker, then I save and reload and the floating marker appears. At this point in the quest using 'sqv' in the console shows 29 out of the original 41 quest aliases still filled, which is suggestive of what might be a limit for floating markers. My question is, what about the save and reload is affecting the aliases and the quest objective targets showing up as floating markers, and can I force this with a papyrus function without having to save and reload? diziet Link to comment Share on other sites More sharing options...
LarannKiar Posted November 15 Share Posted November 15 If in a previous gameplay some quest data couldn't be queued/promoted to be displayed due to some hardcoded limit or maybe a bug, reloading a save can help as the manager that handles most quest processing ("BGSStoryTeller") as well the VM (Virtual Machine, usually referred as the "Papyrus engine") will get "refreshed" and start to process the saved data loaded by the loader thread. Also, during loading, often other budgets are defined for subsystems as there's no need to concern about ingame stutters and lags (loading everything while being hidden by the Loading Screen has its advantages). You can try calling SetObjectiveDisplayed or SetObjectiveCompleted. Link to comment Share on other sites More sharing options...
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