chambcra Posted July 15, 2016 Share Posted July 15, 2016 I'm trying to troubleshoot a quest mod called "A Brave Old World" just enough to get through it. Here's the code snippet: scn JohnDragonQuest2Script...If Button == 0 Set doonce6 to 11 Messagebox "'I don't think there is another way if you want to go home. But it's your decision. Tell me where to go, and I will take you there.'" SetStage JohnDeadTownQuest2 1 setStage JohnGetHomeQuest 30Elseif Button == 1 Set doonce6 to 12 Messagebox "'It's your decision. Tell me where to go, and I will take you there.'" SetStage JohnDeadTownQuest2 2 setStage JohnGetHomeQuest 30Elseif Button == 2 Set doonce6 to 13 Messagebox "'Trophy collection? You're assuming there will be something left to make a trophy of. But enough talk. Tell me where to go, and I will take you there.'" SetStage JohnDeadTownQuest2 3 setStage JohnGetHomeQuest 30Endif What's happening in the game at this point is the "setStage JohnGetHomeQuest 30" works fine with the quest update window and the quest is properly set to 30. The lines:SetStage JohnDeadTownQuest2 1SetStage JohnDeadTownQuest2 2SetStage JohnDeadTownQuest2 3 Sort of work because I'm seeing all the dialogue windows pop up that are inside "JohnDeadTownQuest2Script" but the quest "JohnDeadTownQuest2" is not listed as active, pending or completed. The console commands don't show it either. Trying to setstage JohnDeadTownQuest2 with the console does nothing. The console came back with "global value 0" after at least one setstage attempt. Is that weird or what? Link to comment Share on other sites More sharing options...
chambcra Posted July 21, 2016 Author Share Posted July 21, 2016 I found out a quest isn't added to any list if it doesn't produce a quest pop-up window, even though it's running. Link to comment Share on other sites More sharing options...
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