yougetagoldstar Posted June 15, 2016 Share Posted June 15, 2016 (edited) This is actually something that has stopped me from making quests in the past. **Edit: I added a Debug.notification in the Start section of my scene (in the papyrus fragment section and I'm not seeing any debug notification on my screen... hmmm... ** I'll try to explain my set up completely. First off I have an SEQ file, normal dialogue works just fine. So, I've got my scene, I've created two aliases, we'll call them A and B. All I want is for A and B to walk up to an x marker heading and start talking to eachother. Alias A and B both point to custom unique actors. in my scene I've created actions for aliases A and B, and in these actions I have travel packages that point to the X marker. There are no conditions in my scene, and the scene option "Begin on Quest Start" is not checked. I have a triggerbox set up around the corner in my cell (understone keep in markarth) in my triggerbox I have this script. this script has all the corresponding properties and compiles with no errors. Scriptname TriggerScript extends ObjectReference Quest Property myquest Auto Int RunOnce Actor Property PlayerREF Auto Event OnTriggerEnter(ObjectReference akActionRef) If akActionRef == Game.GetPlayer() ; This condition ensures that only the player will trigger this code If RunOnce == 0 MyScene.Start() Debug.notification("Trigger worked") RunOnce = 1 EndIf EndIf EndEvent Scene Property Myscene Auto When I enter my triggerbox I see the "trigger worked" debug in my game, but the characters don't move to the xmarker heading. I even have dialogue set up and they don't say anything. Everything else works in my quest and so far I havent found any other info in any forums or searches. anyone know if I'm missing anything? I also watched that youtube tutorial on starting a scene.. while its informative it doesnt help with this problem. Edited June 15, 2016 by yougetagoldstar Link to comment Share on other sites More sharing options...
yougetagoldstar Posted June 15, 2016 Author Share Posted June 15, 2016 (edited) bump... Edited June 15, 2016 by yougetagoldstar Link to comment Share on other sites More sharing options...
IsharaMeradin Posted June 15, 2016 Share Posted June 15, 2016 Are you testing on a new game or clean save (i.e. one that has not seen your mod - especially the quest containing the scene and the cell containing the triggerbox)? If not, that may be the issue. Otherwise, I have no idea as I've never worked with scenes before. Link to comment Share on other sites More sharing options...
yougetagoldstar Posted June 16, 2016 Author Share Posted June 16, 2016 (edited) Oh man, I've tried everything. -disabling the mod, starting the game/new saving the game, waiting 30 seconds, loading the game up trying it. -even tried using save game cleaner for the hell of it, but my quest doesnt use scripts soo...-tried making a new seq file, -tried remaking my aliases, tried using forced ref aliases instead of unique actor aliases.-tried starting the game, saving and loading.-checked if my actor refs are initially disabled, which they are supposed to be. they are.-i've rarely tested my scene while loading the game in the same cell. Most of my test have consisted of starting the quest from the beginning and going into the cell to see the scene. I have no idea. If i didnt love this game so much I would have said f*** u to the ck many years ago. Edited June 16, 2016 by yougetagoldstar Link to comment Share on other sites More sharing options...
IsharaMeradin Posted June 16, 2016 Share Posted June 16, 2016 Is the quest containing the scene already running? If not, then I'm guessing you need to start the quest before you can tell the scene to start. Link to comment Share on other sites More sharing options...
yougetagoldstar Posted June 16, 2016 Author Share Posted June 16, 2016 So, before this scene is supposed to start I have an end fragment on some dialogue in a previous quest saying Myquest.Setstage(1) <-- This property is defined with the quest that holds the scene. This is all you need for a quest to start right? I'm assuming I dont have to check that "Start up quest" box or something right? so Previous Quest: Blah blah blah, last line of dialogue. my new quest begins. I've checked through console using getstage command and the quest is set to stage 1. some more dialogue then sets the stage to 10 and then a triggerbox starts the scene with a condition of stage ten. Link to comment Share on other sites More sharing options...
IsharaMeradin Posted June 16, 2016 Share Posted June 16, 2016 Before you tell it to SetStage() you need to tell it to Start(). So based on what you've said, that dialogue topic needs to haveMyQuest.SetStage(1)changed toMyQuest.Start() MyQuest.SetStage(1)Do that, then test it all out. Link to comment Share on other sites More sharing options...
yougetagoldstar Posted June 16, 2016 Author Share Posted June 16, 2016 (edited) Okay I did the one thing I havent done and tried this with a completely new game, and it seems that everything is working... even the scenes (of course it has to be something no one mentioned) Is there any reason why all this doesnt work on a current save game? I have been progressively working on this mod so maybe different versions have been saved??? I have no idea. This is kind of making me worry, dont want to have people start a new game if they want to try my mod. Edited June 16, 2016 by yougetagoldstar Link to comment Share on other sites More sharing options...
IsharaMeradin Posted June 16, 2016 Share Posted June 16, 2016 And this is why I asked the very first question that I asked. The game prefers to use data from the save file rather than source records. If you've accessed your mod in anyway and then saved to use that spot as a testing point, your changes may not always work as expected. First time users shouldn't need to restart their game unless your mod takes place in cells that they would have already visited. And in that case they *might* be alright if they wait the 30+ days for the cells to reset.The real worry would be users upgrading from one version to another version. There might need to be special instructions involved depending upon the changes made. Link to comment Share on other sites More sharing options...
yougetagoldstar Posted June 16, 2016 Author Share Posted June 16, 2016 (edited) Hmm.. thanks for the info and quick responses. Guess this is another thing I'm going to have to look into then. Didn't know the game prefers to use data from save files... thats pretty bad news since I want this to be an ongoing quest mod. I'm not planning on using many vanilla locations, but.. yikes. Edited June 16, 2016 by yougetagoldstar Link to comment Share on other sites More sharing options...
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