wendelgrey Posted June 24, 2014 Share Posted June 24, 2014 (edited) Edit: Oops, TIL stage Log Entries aren't used in game and objective 'Display Text' has to be used instead. I have a quest that's started by an activator with 'SetStage questname 0'. Stage 0 has no note, but when the quest runs the stage is quickly set to 1 (in an 'if GetStage questname == 0' block) which does have a note. However, I get no 'Quest Added' message and no journal entry appears. I have confirmed the quest is running and in stage 1 through the console. Any ideas what I might be doing wrong? I can upload the mod if anyone is willing to look it over. I have a page for it, but I'm not sure if that's the place to upload a broken plugin. Or I'll attach it to a post if that's standard practice. Thanks. Edited June 24, 2014 by wendelgrey Link to comment Share on other sites More sharing options...
wendelgrey Posted June 25, 2014 Author Share Posted June 25, 2014 I got objectives and Pip-Boy tracking working, but my quest is meant to be repeatable. It doesn't get marked as completed or failed, just stopped. Before I implemented stages I could repeat it with no problem. Now when I activate it again (the activator still uses SetStage ... 0 to start it) it starts out in stage 9. 'Allow repeated stages' is checked. I don't understand why it's doing this. Link to comment Share on other sites More sharing options...
jazzisparis Posted June 25, 2014 Share Posted June 25, 2014 A quest stage index can only be incremented. That is, if the current stage is 9, you can't set it back to a lower index - you first need to reset the quest. Use the result script of the last stage: ResetQuest YourQuest SetStage YourQuest 0 Note that if the quest uses a script, this action will also reset the values of all the variables in the script. Link to comment Share on other sites More sharing options...
wendelgrey Posted June 25, 2014 Author Share Posted June 25, 2014 Thank you. Resetting seems like good practice even if it weren't required, which is probably why it's required. I was afraid I was going to have to give up on using stages, which would have been a real let down. I can already see how using stages could make the quest script much easier to follow and debug. Plus I was hoping to use the main script for multiple quests, and putting quest-specific stuff in the result scripts will greatly simplify that too. Link to comment Share on other sites More sharing options...
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