foamyesque Posted April 10, 2018 Share Posted April 10, 2018 A few things to try: 1. Specify an owner quest;2. Change the priority of the quest (in case other quests are overriding it);3. Change the 'near editor location' to 'near package start', as it's possible for NPCs to be well away from their editor location;4. Check if the NPCs are in scenes that might be overriding packages;5. See if you have any conditions on the package that might stop it from firing (you didn't list any so I assume there's none, but just in case). Link to comment Share on other sites More sharing options...
candlepin Posted April 11, 2018 Share Posted April 11, 2018 (edited) A few things to try: 1. Specify an owner quest;2. Change the priority of the quest (in case other quests are overriding it);3. Change the 'near editor location' to 'near package start', as it's possible for NPCs to be well away from their editor location;4. Check if the NPCs are in scenes that might be overriding packages;5. See if you have any conditions on the package that might stop it from firing (you didn't list any so I assume there's none, but just in case). Ok, so I tried the following:1. Added my alias quest as the owner quest2. Upped the priority from 99 to 1503. Changed from near editor location to near package start4. I tried this on multiple separate actors5. No conditions on the package6. Changed schedule to "any" for all drop down options, 24 hours for duration Still no sleepy time :sad: Edited April 11, 2018 by candlepin Link to comment Share on other sites More sharing options...
TheWormpie Posted April 11, 2018 Share Posted April 11, 2018 A few things to try: 1. Specify an owner quest;2. Change the priority of the quest (in case other quests are overriding it);3. Change the 'near editor location' to 'near package start', as it's possible for NPCs to be well away from their editor location;4. Check if the NPCs are in scenes that might be overriding packages;5. See if you have any conditions on the package that might stop it from firing (you didn't list any so I assume there's none, but just in case). Ok, so I tried the following:1. Added my alias quest as the owner quest2. Upped the priority from 99 to 1503. Changed from near editor location to near package start4. I tried this on multiple separate actors5. No conditions on the package6. Changed schedule to "any" for all drop down options, 24 hours for duration Still no sleepy time :sad: I can't say for sure why it doesn't work for you - but again, I will recommend trying to do it via a scene instead. So make a scene, insert your alias, add your sleep package. Then in your script, use "mySceneProperty.Start()" in the OnEffectStart event and "mySceneProperty.Stop()" in the OnEffectFinish event - and fill the property with the newly created scene. Link to comment Share on other sites More sharing options...
candlepin Posted April 13, 2018 Share Posted April 13, 2018 (edited) I can't say for sure why it doesn't work for you - but again, I will recommend trying to do it via a scene instead. So make a scene, insert your alias, add your sleep package. Then in your script, use "mySceneProperty.Start()" in the OnEffectStart event and "mySceneProperty.Stop()" in the OnEffectFinish event - and fill the property with the newly created scene. Thanks! I did a bunch of research on scenes (and a bit more on packages) and got it to work! :smile: Maybe my mistakes will help others? Here's what I was doing wrong and how I fixed it. One of the things I was doing wrong was having the bedroll spawned as an alias. Problem: it was trying to spawn when the quest initiated and with no Target alias (player at which to spawn it), it wasn't working. And since it is an invisible bedroll, I wasn't noticing that it wasn't being spawned.... Instead, I spawned the bedroll in the magic effect (in OnEffectStart) and used ForceRefTo to add the bedroll as an alias for the sleep quest and to add the Target as the other alias for the sleep quest. After filling the aliases, I started the quest scene as you described (i.e. via myScene.Start()). The scene in my sleep quest adds the sleep package to the actor. I greatly simplified the sleep package to only include a sleep action with the actor pointing to the Target alias in the quest and the sleep location pointing to the bedroll alias in the quest. And I "undo" everything in my OnEffectFinish. To do this, I stopped the scene (via myScene.Stop()) and then cleared both the Target and bedroll alias using (Alias.Clear()). I then delete the bedroll to clean everything up. I got this to work on two different characters at once by duplicating the Target and bedroll aliases (as well as the sleep package). I then checked whether the first Target alias was filled and assigned things to the second set of aliases if the first one was filled. I'm now working on making more aliases so the player can put 12 or so characters to sleep at once (I think that might be enough?). 12 should be enough, right? Or maybe a few more? Thanks again for all the help. foamyesque, B1gBadDaddy, and wormple12 in particular were extremely helpful. Edited April 13, 2018 by candlepin Link to comment Share on other sites More sharing options...
RichWebster Posted April 13, 2018 Share Posted April 13, 2018 (edited) You might come across an issue. If you force fill an alias before the quest has started, when the quest is running and you save and load the game, the alias may become empty. Worth testing that out. Edited April 13, 2018 by B1gBadDaddy Link to comment Share on other sites More sharing options...
candlepin Posted April 13, 2018 Share Posted April 13, 2018 You might come across an issue. If you force fill an alias before the quest has started, when the quest is running and you save and load the game, the alias may become empty. Worth testing that out.The quest is enabled for the start of the game and all aliases are optional. Doesn't seem like that issue would apply. Link to comment Share on other sites More sharing options...
RichWebster Posted April 13, 2018 Share Posted April 13, 2018 You might come across an issue. If you force fill an alias before the quest has started, when the quest is running and you save and load the game, the alias may become empty. Worth testing that out.The quest is enabled for the start of the game and all aliases are optional. Doesn't seem like that issue would apply."After filling the alias I started the quest..." At which point I stopped paying attention. Missed the word "scene" next. Link to comment Share on other sites More sharing options...
candlepin Posted April 13, 2018 Share Posted April 13, 2018 You might come across an issue. If you force fill an alias before the quest has started, when the quest is running and you save and load the game, the alias may become empty. Worth testing that out.The quest is enabled for the start of the game and all aliases are optional. Doesn't seem like that issue would apply."After filling the alias I started the quest..." At which point I stopped paying attention. Missed the word "scene" next.No worries! :) Link to comment Share on other sites More sharing options...
billye116 Posted April 14, 2018 Share Posted April 14, 2018 (edited) EDIT: I found that I posted in the wrong forum. Sorry Edited April 15, 2018 by billye116 Link to comment Share on other sites More sharing options...
FireFlickerFlak Posted April 15, 2018 Share Posted April 15, 2018 Quick question: Anyone know if it is possible to create dynamic book text that references and includes a string from a global variable? Any examples of mods doing this or in-game books doing this? billye116: Sorry, I don't use NMM so can't be much help, I didn't know it worked for SSE. Personally I would try deactivate all my mods, reinstall SSE, then work on the mod without activating any other mods just to be sure you have the process down and none of your mods are failing to fully deactivate for some reason. Link to comment Share on other sites More sharing options...
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