AndyTheSaurus Posted August 25 Share Posted August 25 (edited) Not the right place to ask this but I am out of ideas. I finally got the Creation Kit fully working???? and am getting scripts to compile, HOWEVER. I have created a quest whch runs on startup. I have called Start(), I have fill all properties (whatever that does), but SetStage(0) is not starting the quest and my inventary related commands are not working either. I other words the quest is not running, or not connecting with the game. In Skyrin there was a RegisterForUpdate(...,...) command, I know why that was needed for a quest to do function, but now, I.m out of ideas. Edited August 25 by AndyTheSaurus Link to comment Share on other sites More sharing options...
xkkmEl Posted August 25 Share Posted August 25 So, in the creation kit, when you open the quest, in the "quest data" tab, you have "Start Game Enabled" ticked on? When you start a new game, open the console (with "~"/tilde) and type "sqv <your-quest-CK-id>". Does it report the quest as "State: Running"? If not, your problem is that your alias conditions are failing. Open the "aliases" tab in the CK and review each one. If the quest is running, please tell us more about what is not working. Link to comment Share on other sites More sharing options...
AndyTheSaurus Posted August 26 Share Posted August 26 7 hours ago, xkkmEl said: So, in the creation kit, when you open the quest, in the "quest data" tab, you have "Start Game Enabled" ticked on? When you start a new game, open the console (with "~"/tilde) and type "sqv <your-quest-CK-id>". Does it report the quest as "State: Running"? If not, your problem is that your alias conditions are failing. Open the "aliases" tab in the CK and review each one. If the quest is running, please tell us more about what is not working. The console access key does not give access to the console. The quest does not use aliases - at least not in any way clear to me. This is the, try anything, code I am trying to get to run: ;============================================ Scriptname PlayerSlaveCollarQuestInitScript extends Quest GlobalVariable Property PlayerCollarIsFound Auto GlobalVariable Property LockPlayerCollar Auto Quest Property PlayerSlaveCollarQuest Auto Armor Property DLC04_ShockCollarPlayer Auto Event OnQuestInit() Debug.Trace("This quest QUEST Init has been called") Start() PlayerSlaveCollarQuest.SetStage (0 ) PlayerSlaveCollarQuest.SetStage (10 ) endEvent Event OnInit() ; RegisterForUpdate(1,0) Debug.Trace("This quest SCRIPT Init has been done") Start() PlayerSlaveCollarQuest.SetStage (0 ) PlayerSlaveCollarQuest.SetStage (10 ) EndEvent ;;;;Event OnUpdate() function PlayerSlaveCollarQuestInit() int Done if ( Done == 0 ) Done = 1 Start() PlayerSlaveCollarQuest.SetStage (0 ) PlayerSlaveCollarQuest.SetStage (10 ) endif if ( PlayerCollarIsFound.GetValueInt() == 0 ) if ( Game.GetPlayer().GetItemCount ( DLC04_ShockCollarPlayer) == 0 ) RETURN endif PlayerCollarIsFound.SetValue(1) SetStage (30 ) endif ;========== This bit should go elsewhere ========== if ( Game.GetPlayer().GetItemCount( DLC04_ShockCollarPlayer)== 0 ) ; Player dropped it Game.GetPlayer().AddItem( DLC04_ShockCollarPlayer, 1 ) else Game.GetPlayer().RemoveItem( DLC04_ShockCollarPlayer, 1 ) ; Player picked it up again endif endfunction Link to comment Share on other sites More sharing options...
xkkmEl Posted August 26 Share Posted August 26 (edited) This a bit strangely put together. It is not clear if or when OnQuestInit or PlayerSlaveCollarQuestInit are/would be called. Also, the "Done" variable is local to the function and will start with value zero every time the PlayerSlaveCollarQuestInit function is called. The "if (Done == 0)" test is always true... And... well there are a number of problems. Mark the quest as SEQ and try this instead: Scriptname PlayerSlaveCollarQuestInitScript extends Quest GlobalVariable Property PlayerCollarIsFound Auto GlobalVariable Property LockPlayerCollar Auto Quest Property PlayerSlaveCollarQuest Auto Armor Property DLC04_ShockCollarPlayer Auto Event OnInit() if isRunning() RegisterForUpdate( 0.0) Debug.Trace("This quest SCRIPT Init has been done") endif EndEvent Event OnUpdate() PlayerSlaveCollarQuest.SetStage (0 ) PlayerSlaveCollarQuest.SetStage (10 ) if ( PlayerCollarIsFound.GetValueInt() == 0 ) if ( Game.GetPlayer().GetItemCount ( DLC04_ShockCollarPlayer) == 0 ) RETURN endif PlayerCollarIsFound.SetValue(1) SetStage (30 ) endif if ( Game.GetPlayer().GetItemCount( DLC04_ShockCollarPlayer)== 0 ) ; Player dropped it Game.GetPlayer().AddItem( DLC04_ShockCollarPlayer, 1 ) elseif ( Game.GetPlayer().GetItemCount( DLC04_ShockCollarPlayer) > 1 ); Player picked it up again Game.GetPlayer().RemoveItem( DLC04_ShockCollarPlayer, 1 ) endif EndEvent Edited August 26 by xkkmEl Link to comment Share on other sites More sharing options...
xkkmEl Posted August 26 Share Posted August 26 Aagh.... I forgot to mention: and use xEdit to regenerate the SEQ file for your mod's esp. Link to comment Share on other sites More sharing options...
AndyTheSaurus Posted August 26 Share Posted August 26 (edited) You have realy put your finger on the problems. NON of the online tutorials mentaion any of this. What worked in Skyrim just will not work here. I suspected that the quest routines were not being called. And I am currently unable to establish aliase's for the Item cause the Alias screen dont work well with my weak vision on my display. Thats why the code is so odd - its a work around. And what's this about SEQ files!!!!!! Would Done need to be a Global variable??? RegisterForUpdate() IS NOT KNOWN TO THE COMPILER!!!!!! Event OnUpdate() is not accepted by the compiler - something about being Not flagged as Native. Apparently, according to online docs,https://falloutck.uesp.net/wiki/Differences_from_Skyrim_to_Fallout_4 ,it has been replaced. I think a timer has to be set and picked up by a Timer Event, - repeatedly. This just seams rediculous, other people are not haviing this problem????? IF I can get this working I plan to just force equip it depending on the value set in LockPlayerCollar by the compiler, or something in the game. Edited August 26 by AndyTheSaurus Link to comment Share on other sites More sharing options...
PeterMartyr Posted August 26 Share Posted August 26 @AndyTheSaurus please post here that the the link for Fallout 4 creation kit and modders.. the languages are not the same Link to comment Share on other sites More sharing options...
Recommended Posts