Gerokeymaster Posted November 4, 2015 Share Posted November 4, 2015 I have a mod here on the Nexus (Axe Man Companion) that is having some issues with a scripted NPC conversation near the end of one of its quests. I can't seem to make the problem occur myself, even when downloading and playing the mod on a second computer, but several different people have had it happen to them, and it completely breaks the ending of the quest when it does happen, so I'd really like to figure out what's causing it. The problem is that for some players the conversation itself doesn't trigger, leaving them stuck on the second-to-last stage of the quest. Here is the scripting of the quest itself, as well as a few screenshots of the topic window, showing the conversation and it's scripting: ====Script==== scn AMRandomAxeQuestScriptshort baxemanrakeshort baxemanfistlieshort baxemanfistgoodshort baxemanfistbadshort baxemansuspiciousnohelpshort baxemansuspicioushelpshort baxemanbeanshootergoodshort baxemanbeanshootergoodtwoshort baxemanbeanshooterbadshort baxemanbeanshooterbadtwoshort baxemancincinatusshort baxemancrazyBegin GameModeif getstage AMTellNoLies == 3 setstage AMRandomAxe 1endifif baxemanrake == 0 if player.getitemcount AMRake == 1 AMAxeManREF.startconversation Player, AMRake12 set baxemanrake to 1 endifendifif baxemanfistlie == 0 if player.getitemcount AMBillyFist == 1 if getstage AMRandomAxe == 6 AMAxeManREF.startconversation Player, AMFist1 set baxemanfistlie to 1 endif endifendifif baxemanfistgood == 0 if player.getitemcount AMBillyFist == 1 if getstage AMRandomAxe == 5 AMAxeManREF.startconversation Player, AMFist17 set baxemanfistgood to 1 endif endifendifif baxemanfistbad == 0 if player.getitemcount AMBillyFist == 1 If getstage AMRandomAxe == 4 AMAxeManREF.startconversation Player, AMFist27 set baxemanfistbad to 1 endif endifendifif baxemansuspiciousnohelp == 0 if getstage AMTellNoLies == 12 if getstage AMRandomAxe == 7 AMAxeManREF.startconversation Player, AMDiscovery01 set baxemansuspiciousnohelp to 1 endif endifendifif baxemansuspicioushelp == 0 if getstage AMTellNoLies == 13 if getstage AMRandomAxe == 7 AMAxeManREF.startconversation Player, AMDiscovery01 set baxemansuspicioushelp to 1 endif endifendifif baxemanbeanshooterbad == 0 if player.getitemcount AMBeanShooter == 1 if getstage AMRandomAxe == 11 AMAxeManREF.startconversation Player, AMLauncher01 set baxemanbeanshooterbad to 1 endif endifendifif baxemanbeanshooterbadtwo == 0 if player.getitemcount AMBeanShooter == 1 if getstage AMRandomAxe == 9 AMAxeManREF.startconversation Player, AMLauncher01 set baxemanbeanshooterbadtwo to 1 endif endifendifif baxemanbeanshootergood == 0 if player.getitemcount AMBeanShooter == 1 if getstage AMRandomAxe == 8 AMAxeManREF.startconversation Player, AMLauncher11 set baxemanbeanshootergood to 1 endif endifendifif baxemanbeanshootergoodtwo == 0 if player.getitemcount AMBeanShooter == 1 if getstage AMRandomAxe == 10 AMAxeManREF.startconversation Player, AMLauncher11 set baxemanbeanshootergoodtwo to 1 endif endifendifif baxemancincinatus == 0 if getstage AMRandomAxe == 13 if getquestcompleted AMTellNoLies == 1 AMCincinatusREF.startconversation AMAxeManREF, AMAxeManCincinatus01 set baxemancincinatus to 1 endif endifendifif baxemancrazy == 0 if getstage AMRandomAxe == 12 if AMCincinatusREF.getdead == 1 AMAxeManREF.removeitem AMAxeManOutfit 1 AMAxeManREF.removeitem AMAxeManHat 1 AMAxeManREF.removeitem AMAxeManPack 1 AMAxeManREF.additem AMAxeManPantless 1 AMAxeManREF.additem AMAxeManCap 1 AMAxeManREF.equipitem AMAxeManPantless AMAxeManREF.equipitem AMAxeManCap setstage AMRandomAxe 15 set baxemancrazy to 1 endif endifendifEnd The issue is apparently something involving the second-to-last bit of scripting, the part that deals with "AMCincinatusREF" starting a conversation with "AMAxeManREF". Here is what the topic page of said conversation looks like: http://i.imgur.com/gcqUPnD.jpg http://i.imgur.com/NmVeiOZ.jpg Again, this scripting seems to work for most people that download the mod (and again, I actually can't make it NOT work for me, regardless of which computer, save file, or download I use to test it), but there is a fairly significant amount of players that have issues with the conversation not triggering. If anyone sees anything wrong with the above, please let me know. And if anyone has any info/tips on fixing the issue, let me know that as well! If anyone needs more info than I've provided, let me know, and I'll add what they need. If anyone wants to look through the mod itself, it's here on the nexus at this address: http://www.nexusmods.com/newvegas/mods/55602/ Thanks in advance to anyone who can help solve this issue! Link to comment Share on other sites More sharing options...
Gerokeymaster Posted November 7, 2015 Author Share Posted November 7, 2015 Ended up finding a way to fix it on my own, so, whoever's in charge of locking topics, feel free to close this one up! Link to comment Share on other sites More sharing options...
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