hyperblast Posted February 17, 2014 Share Posted February 17, 2014 (edited) Hi, everyone I'm French, so I apologize for my way of writing, if ever you don't understand... So, I'm having problems with my mod. Before creating anything, I just went with a "Search & Destroy" quest, that just requires you to1. Speak to NPC => Quest2. Killing Target3. Returning to NPC That's just simple. And the thing is, it worked, I mean I could make my way throughout the quest without any problem of any kind. But I tried to make it start another quest, and well, I messed with the scripts, so I had to redo the entire mod, in a cleaner way. So, I've followed Beth tutorial, even if I had understood how to do this. So I make my actors, my quest, my stages, lil' scripts over there, lil' scripts over here.I close the CK, add -GenerateSEQ:blabla.esp, reload, close, copy/paste the SEQ in the Data/SEQ Folder, I go to my game, load the area, speak to NPC: nothing. Whatever, it happened to me before, so I just save and reload. Still nothing. I try to go with the cmd: gestage blabla 10. Won't start the quest or making me go to stage 10.... I checked Start Game Enabled, I didn't check "Start Up Stage", I generated the SEQ, my dialogue conditions are just "gestage blabla < 10", and "alias ref => the quest giver alias". So, now I'm stuck, and I'd like to have some advice, before I smash my computer with a hammer. Thank you, I attach the esp & scripts in a virus-free archive. BTW, all the new things are listed after NCN, and the modified cells are the Cistern for the Quest Giver, and Lost Knife Cave for the target Edit: I can have my quest with the cmd setstage, but for a reason I don't know, the target's not here... but whatever, even when I have to finish the quest, the finishing dialogue won't start neither... Edited February 17, 2014 by hyperblast Link to comment Share on other sites More sharing options...
hyperblast Posted February 18, 2014 Author Share Posted February 18, 2014 bump, just so that someone can reply :/ Link to comment Share on other sites More sharing options...
taglag Posted June 14, 2014 Share Posted June 14, 2014 I hope someone answers you I have same problem, and I do not want to have to use an "Event Node" everytime i want to do some simple "I am trying to learn quest". Which by the way is pretty tricky for someone just trying to get the basics down. I think this is worse than when Bethesda decided to remove the ability to lip sink in Oblivion with out warning, or explanation. Early when Skyrim first came out I did a few mod examples, and began a ittle work with the CK "No Problem" Now I decide to start again, and hit this fricking wall.. Grrrr Link to comment Share on other sites More sharing options...
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