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I have no greeting


bencebence

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Hey everyone!

I'd need some help.

I used a custom race (I don't know if this is the problem) to create an npc, then I made him a quest-giver. I've given all the topics, all the conditions, for greetings I made so it'll run only on him. But when I test in game it says: I have no greetings.

What is the problem?

Thanks in advance,

bencebence

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Umm, I saw something like that once, long ago. You can try removing all dialogs changes you did involving the GREETINGS, of course)... and cleaning your mod (I think TES4GECKO or TES4Edit have options to do it, the hard way is opening the CS, select your mod (don't need to actually check it) and click the "Details" button. From there, look for all references to dialogs your mod changes regarding the problem, select them and press the "del" key, this will mark them with an "i" for ignore.

 

once you return from that window, load the CS with your mod as active file as normal and the marked entries will be gone once the mod is saved.

 

Let's hope this solve the Greetings issue, maibe the save game can't be easily helped if saved while the issue was active, but at this point I'm not sure anymore, good luck.

 

When the NPCs return to normal you can redo your Greetings being careful this time, CS has some traps and pitfalls regarding it.

Edited by nosisab
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The problem is that you used a quest giver of a custom race. Custom races don't talk and people have to use special mods or approaches to overcome this obstacle.

 

A potential secondary problem is that if your quest depends solely on a GREETING to start, it will betray you and derail at random intervals. Sometimes NPCs use random vanilla GREETINGs instead of your custom dialog. To be safe, you should raise the priority of your quest really high, and should place a duplicate set of dialog using a quest specific custom dialog for use if the GREETING fails and the gamer needs to start the quest some other way.

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Thanks, Nosisab! I've remade the topics with more script and now it works fine.

I have only one problem.

I should move to stage 15 when I get an item from a dead enemy. I made the script, but it doesn't work ingame. What's the problem with it?

	if player.getitemcount MagicalGem == 1 && getstage RaivenDungeonQuest == 10
	setstage RaivenDungeonQuest 15
	addtopic UndeadEnd
endif

(This is just a part of the script.)

Thanks in advance,

bencebence

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I don't see anything wrong with that part of the script. So there must be something else wrong.

 

1. Did you remember to attach the script to the quest?

2. Is the quest enabled?

3. Does the player really only have 1 magical gem?

4. Is the quest stage really at 10 when you get the gem?

5. Maybe the quest stage really did update and you just don't know. Do you have a journal entry for stage 15?

6. Default running time for quest scripts is 5 seconds. Maybe you just didn't wait long enough?

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1. I've just checked it again, and yes, I attached it to the quest.

2. The quest must be enabled, because I could start it.

3. I've gave the npc I have to kill a gem, when I kill him I take it and then it should update to 15.

4. Yes, I double-checked that.

5. I checked it too, I have no journal entry.

6. I waited for about 2 minutes. Nothing happened.

 

I think I'll edit the script like this;

	if BanditLeaderRef.IsDead
	player.additem MagicalGem 1
	setstage RaivenDungeonQuest 15
	addtopic UndeadEnd
endif

and it will work fine.

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