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[LE] Quick Questions, Quick Answers


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I am so close to getting this to work. Been putting it on the back burner to focus on the dialogue writing for the moment and general follower scripting. So I have it set that 'scenes' are started after the gift is given; it seems to ALMOST work. It just plays a simple line with an animation and then goes back to whatever the follower is doing. However, once you give like three or four gifts the scene stops playing and it gives the message 'this person is busy' which i am assuming is the scene getting stuck. I check the globals every time and most of the time they reset to 0 properly. Even when I get this stuck issue, the globals are set back to 0. So I'm not sure if its the speed of giving the gifts, the types of gifts given, or what. I've trad giving loved gifts then liked gifts or liked gifts and disliked gifts, or even hated gifts and loved gifts afterwards; it doesn't seem to matter.

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Been working with setting up some radiant quests for the last several hours, and I need to know if there is absolutely no way to defeat a certain nagging evil--the CK is insisting that the quest giver be listed as an ObjectReference, which requires that the quest giver's name and cell location be filled out. This is a problem, because the quest giver is based off of matching conditions in an Alias Reference (so it's not tied to just one individual NPC). :wallbash:

 

Any help would be much appreciated!

 

 

 

Edit: My brain won't slow down, so I can't stop. I'm trying out a different plan of attack and moving on, but if anyone does have an answer to my original question, fire away. Maybe I can use it in the future.

Edited by Lollia
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Been working with setting up some radiant quests for the last several hours, and I need to know if there is absolutely no way to defeat a certain nagging evil--the CK is insisting that the quest giver be listed as an ObjectReference, which requires that the quest giver's name and cell location be filled out. This is a problem, because the quest giver is based off of matching conditions in an Alias Reference (so it's not tied to just one individual NPC). :wallbash:

 

Any help would be much appreciated!

 

 

 

Edit: My brain won't slow down, so I can't stop. I'm trying out a different plan of attack and moving on, but if anyone does have an answer to my original question, fire away. Maybe I can use it in the future.

I'm not good with the CK but why is asking for an object reference? Can you post the code/method you are using? If you are using a reference you should be able to point to it in the script I believe.

 

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Been working with setting up some radiant quests for the last several hours, and I need to know if there is absolutely no way to defeat a certain nagging evil--the CK is insisting that the quest giver be listed as an ObjectReference, which requires that the quest giver's name and cell location be filled out. This is a problem, because the quest giver is based off of matching conditions in an Alias Reference (so it's not tied to just one individual NPC). :wallbash:

 

Any help would be much appreciated!

 

 

 

Edit: My brain won't slow down, so I can't stop. I'm trying out a different plan of attack and moving on, but if anyone does have an answer to my original question, fire away. Maybe I can use it in the future.

I'm not good with the CK but why is asking for an object reference? Can you post the code/method you are using? If you are using a reference you should be able to point to it in the script I believe.

 

 

 

 

Thank you for responding!

 

Unfortunately, I can't exactly post what I was doing, because I really have no idea anymore. After being thwarted by yet another script failure, I basically did the modding equivalent of driving my car off the designated road, and started barreling through the wilderness instead. I've made a good bit of progress since then, albeit unorthodox progress. The end result should be...interesting, to say the least. :sweat:

 

I can tell you that I was following the scripting process of the Dawnguard's radiant quest system. I was looking at the part where a Dawnguard member tells you to speak to Isran, because he has something for you to do. The way that particular script fragment is set up calls for an object reference, which happened to be Isran, who was in the Fort's cell.

 

What I wanted was for both the quest giver and the quest target to be chosen based on matching criteria in the Alias' conditions, but the script refused to compile unless I named specific NPCs for the roles (like the Isran example). That's when I decided to do a little "off-roading." :cool:

Edited by Lollia
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Having issues following the tutorial quest for some odd reason. The stages work, for the most part. The quest can be done up to a point. I have an item made, and a reference to it put into my so called bandit actor which has its own reference. The NPC can give the quest, but if you decline it, it won't go back to the choices after the first attempt if you speak to them again (working on that rn). However, it does not advance the quest stage when I pick it up from the dead bandit body. However it DOES when I drop the item and pick it up from the floor for some reason. I can give it back to the NPC but he technically does not take the item lol. The quest does show as completed, but the item is still in my inventory. Not sure what I am doing wrong; it follows the example more or less perfectly.

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What type of object is the item? If the item can have a script attached to it and it is a custom item, add a script that uses the OnContainerChanged event. Use this event to advance the quest when added to the player inventory. (This part was explained in the tutorial quest chapter 5, not sure why it is not working if done correctly.) At minimum have it check that the quest is running and at a specific stage prior to advancing the quest. This way, the script won't try to advance the quest again if the player drops the item and picks it back up or prematurely advance the quest if somehow obtained prior to getting the quest. (And a little of this was touched on in chapter 7)

 

As far as giving the item to the NPC, the dialog fragment where the item is supposed to be handed over might be better using RemoveItem.

PlayerRef.RemoveItem(MyItem,1)

For added realism, have the NPC truly take it

PlayerRef.RemoveItem(MyItem,1,true,MyNPC)

 

AddItem might work as explained in the tutorial but it would have to be using the specific alias reference otherwise it would just create a new instance in the NPC's inventory.

 

Of course this is just conjecture based off what you said and looking at what is in the tutorial. Without actually seeing the scripts you have and knowing what objects / records they are attached, I cannot be any more specific.

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