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Need help with first quest - Starting, aliases, etc


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Does your quest have required aliases? If so and they can't be filled for any reason the quest won't start.

That's the thing. The aliases are a bit of a mystery for me. I'm not sure if I have them done correctly or if they're all that I need (or if I have extra). I don't quite understand aliases. What alias to use for objective 5 (the start of the quest) has been tripping me up as well. It's currently set to the cave entrance reference. Basically this objective is to just "explore the cave". Once in the valley, Van will run up to the player to start the dialogue. After the initial dialogue the either the middle stage (which is to speak to Van some more) or the ending stage (fighting Van) is set. It's just getting this dump thing started what has been holding me up.

Edited by TechAngel85
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Ok, I have got your quest to start. The changes required are:

 

1. Stacked Quest Node - remove all the conditions except the GetInCurrentLocation - You were making the running of the quest based on the quest already running!

2. Stacked Quest Node - tick Shares Event and set Num quests to run as 1 and add your quest to the node

 

3. The Quest - Stage 0 - Set to 'start up stage' and move the contents of stage 5 to this stage and delete stage 5. Apart from the 'start up stage' and 'shut down stage' no stage in a quest will run unless it is told to by a script fragment of some form.

 

4. Delete the two Location Alias called Jaggar...

 

5. Optional but if you want to use your Xmarker for something set up a new Reference Alias with Location Alias Reference to LocationCentreMarker.

 

If all else fails if you email me on [email protected] I will send you the working quest!

 

By the way you need to clean the esp before you go much further - TESVEdit shows a ton of errors mostly associated with edits to vanilla objects and the MQ102 quest. I would have cleaned it before changing anything else but I don't know if any of the edits are meant to be.

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Ok, I have got your quest to start. The changes required are:

 

1. Stacked Quest Node - remove all the conditions except the GetInCurrentLocation - You were making the running of the quest based on the quest already running!

2. Stacked Quest Node - tick Shares Event and set Num quests to run as 1 and add your quest to the node

 

3. The Quest - Stage 0 - Set to 'start up stage' and move the contents of stage 5 to this stage and delete stage 5. Apart from the 'start up stage' and 'shut down stage' no stage in a quest will run unless it is told to by a script fragment of some form.

 

4. Delete the two Location Alias called Jaggar...

 

5. Optional but if you want to use your Xmarker for something set up a new Reference Alias with Location Alias Reference to LocationCentreMarker.

 

If all else fails if you email me on [email protected] I will send you the working quest!

 

By the way you need to clean the esp before you go much further - TESVEdit shows a ton of errors mostly associated with edits to vanilla objects and the MQ102 quest. I would have cleaned it before changing anything else but I don't know if any of the edits are meant to be.

Thank you for this! It does indeed work.

 

The other conditions actually ensures the quest will only start if 1) it's not currently running and 2) the quest isn't complete. I left them in and the quest still starts fine. The junk in the file is from me playing around and testing stuff. I'll clean it completely before I upload it.

 

After testing this a while, I believe this method poses a problem now. Players will be receiving the quest before the map marker is found due to the location of the entrance. I could move the marker down closer to the road, but that doesn't make sense with how far away the entrance is. A trigger would be the better solution so players discover the marker first and they as they get closer to the cave and pass through the trigger they receive the quest. Now to read up on triggers.

 

I do want to thank you, agerweb! Knowing this will help with with my other mod I have planned. :happy:

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Okay have 98% of this quest working now. There are a few loose ends that I could use some help tying up.

 

First, I am using a force greet for Van (NPC) to greet the player whenever they are detected. This works okay, however there seems to be a lag between the scripts updating the stage causing the force greet to run again. So the player is currently presented with two greets when they shouldn't be. I have yet to figure out how to prevent this. Also, just ticking the "Say Once" box doesn't entirely work. He'll still attempt to greet for a bit.

 

Second, I would like to add some options in the dialogue that say, "Lets talk about something else..." which will return the player to the "Top Branch" choices. Can't seem to figure this one out either.

 

Thanks for any help in advanced. I've updated the OP with the latest dev file so you can see the force greet in action. COC to HuntersFieldExterior. The location will be discovered and the quest started. Wait or speed up time to 10am so that Van will come out of the cabin. As soon as you're within distance and detected he'll run up to you. This section of dialogue will only run once so if you need to experience it again without exiting the game use "setstage hcjaggarsfeld 5" in the console.

Edited by TechAngel85
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Okay, I worked out the ForceGreet issue. Turns out there's a few sentences on this page about it:

For a topic with more than 4 lines, testing showed that the ForceGreet procedure does not seem to enter conversation with the player, and acts like a Say procedure where the actor follows the player.
It is recommended that a topic with many lines that is the subject of a ForceGreet procedure is split into multiple topics, with the initial one having few lines and being linked by invisible continuation to the rest.


I broke my ForceGreet into different branches and like magic, no more "double-greeting". That took some digging to find. They really don't make learning this stuff easy.

I would still like to figure out the second topic I posted about:

Second, I would like to add some options in the dialogue that say, "Lets talk about something else..." which will return the player to the "Top Branch" choices.


If anyone has any ideas or could point me to the right source of information about it that would be great! Thanks!

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