IsharaMeradin Posted February 11, 2018 Share Posted February 11, 2018 A quest flagged with "start game enabled" should start the first time that mod is loaded irregardless of the status of the game. However, depending upon what the quest is intended to do there could be other factors preventing it from running. Are all non-optional objects/actors required for aliases available to be assigned? If any non-optional aliases cannot be filled, the quest will not start. Along the lines of your strike-out text, you may want to consider using the Story Manager to start your quest on player level up. I'm sure there could be a condition there to make sure the player is at least level 5. Link to comment Share on other sites More sharing options...
flyddon Posted February 11, 2018 Share Posted February 11, 2018 A quest flagged with "start game enabled" should start the first time that mod is loaded irregardless of the status of the game. However, depending upon what the quest is intended to do there could be other factors preventing it from running. Are all non-optional objects/actors required for aliases available to be assigned? If any non-optional aliases cannot be filled, the quest will not start. Along the lines of your strike-out text, you may want to consider using the Story Manager to start your quest on player level up. I'm sure there could be a condition there to make sure the player is at least level 5. "If any non-optional aliases cannot be filled, the quest will not start. ok so you may have hit on something here. I recently setup the courier to find the player and give him a note to sort of start the quest, meaning this is how the player will find out about the quest. In doing that (following another tutorial) I believe the note was generated via alias. The whole thing was working before, courier came up to me handed me note and all was good. But that only appears to happen when I start a NEW game. Most people will just be adding this to an existing game I'm sure. I have removed the 5th lvl thing thinking that is what caused the issue, but it still persist. I am stuck. UPDATE: I don't understand it But.... On the main quest, the startup quest.... I had stage 0 , 1 , 10 , 20 and on 0 was flagged as startup with nothing else, 1 with nothing, 10 was nothing , 20 was where things started and the quest would skip right along to stage 20 and wait for the conditions Then I did the add courier and I had stage 0 , 1 , 5 , 10 , 15 , 20 and on 0 was flagged as start up 1 had nothing, 5 had the first part where once conditions were right the courier would show up. Now I had debug message at stage 5 Debug.MessageBox("Stage XXX 5") to let me know when stage 5 kicked off and I should look for the courier, and I never received the message... So now I just added to stage 0 and stage 1 the SetStage 1 and SetStage 5 and poof it works?? Link to comment Share on other sites More sharing options...
flyddon Posted February 12, 2018 Share Posted February 12, 2018 OK I am back to the Dismissing issue. I looked all through the AI packages of a couple of the followers (house carls), still I can't find where the dismissal action starts. So just to be clear, my follower has the dismiss option (same as Mjol) (I did try another and same thing) and she will dismiss I get the notice "Follower has left your service" but she does not go away... if I drop her in an Inn I can go visit 3 or 4 other towns and come back and there she is in the same Inn. I want her , once I dismiss her , to leave out of sight and then got to the player home. In the default dismiss script I added the MoveTo script to send her to the player home, but she disappears right in front of you... does not look good. Surely someone out there that has done a follower knows what I am doing wrong or over looking ??? Link to comment Share on other sites More sharing options...
Tasheni Posted February 12, 2018 Share Posted February 12, 2018 Add a travel package to your actor (not in the quest) with the destination you want to let her go. Add the conditions GetIsID = YourFollower and GetInFaction = DismissedFollowerFaction to the package. You can also add a queststage to the package if there is a specific one your follower should be dismissed. In the end fragment of the dismiss dialogue write akSpeaker.EvaluatePackage()I don't know what packages your actor has already attached, put this package as near to the top as possible, but this depends on the conditions that other packages in the stack may have. Make a new seq file and test on a clean save. Link to comment Share on other sites More sharing options...
CodeNamed1 Posted February 12, 2018 Share Posted February 12, 2018 Is there a way to "zoom" in texts in TES5Edit or change the resolution??(Have a big tv as a monitor and all is so tiny when i use TES5Edit) Link to comment Share on other sites More sharing options...
archontart Posted February 12, 2018 Share Posted February 12, 2018 (edited) . Edited February 16, 2018 by archontart Link to comment Share on other sites More sharing options...
IsharaMeradin Posted February 12, 2018 Share Posted February 12, 2018 Is there a way to "zoom" in texts in TES5Edit or change the resolution??(Have a big tv as a monitor and all is so tiny when i use TES5Edit)Highly doubt it. Link to comment Share on other sites More sharing options...
flyddon Posted February 13, 2018 Share Posted February 13, 2018 Add a travel package to your actor (not in the quest) with the destination you want to let her go. Add the conditions GetIsID = YourFollower and GetInFaction = DismissedFollowerFaction to the package. You can also add a queststage to the package if there is a specific one your follower should be dismissed. In the end fragment of the dismiss dialogue write akSpeaker.EvaluatePackage()I don't know what packages your actor has already attached, put this package as near to the top as possible, but this depends on the conditions that other packages in the stack may have. Make a new seq file and test on a clean save. You Madam are wonderful !! It works! I think this is what cdcooley was trying to tell me. But thank you it works prefect. Oh My :ohmy: :ohmy: I just looked your mod up, Tasheni's Followers I would love to ask you more questions... I am just getting to where I think I understand follower scripting (thanks in large part to IsharaMeradin & cdcooley and others) but so many things elude me, and the CK is a mean mother to work with. triggering shower animationgetting her hair to turn black againdialogue interaction with other NPC's (on this one I have been told to look at Actor Dialogue Event) Thank you again I am going to release her tonight and have it be a WIP sort of thing. Link to comment Share on other sites More sharing options...
CodeNamed1 Posted February 13, 2018 Share Posted February 13, 2018 Is there a way to "zoom" in texts in TES5Edit or change the resolution??(Have a big tv as a monitor and all is so tiny when i use TES5Edit)Highly doubt it. Well it seems there is a way but you only need to adjust some things in windows: https://superuser.com/questions/1173048/some-applications-fonts-are-too-small/1173049 Link to comment Share on other sites More sharing options...
Noriuen Posted February 21, 2018 Share Posted February 21, 2018 I am a moron and was applying textures from my backup folder on desktop, so, is there any way to just change folder of all textures in nifskope or do I have to do it manually? Link to comment Share on other sites More sharing options...
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