JamesAfloat Posted August 11, 2016 Share Posted August 11, 2016 Hey y'all! I'm getting my mod Penn's Woods ready for release but as I've been giving it to other people, I've had a weird problem: The dialogue works. The NPCs exist. The worldspace exists. But the scripts that I've written into dialogue don't function. Quests don't start, the player doesn't get moved places, etc. All the scripts compile correctly, and in my own version on my own game, they work without trouble. Is there something I'm missing from how to package the mod/place the scripts into the....database or however it works? Thanks much! JamesAfloat Link to comment Share on other sites More sharing options...
ajs52698 Posted August 11, 2016 Share Posted August 11, 2016 (edited) Yea im having issues getting my custom misc quest to start to \: If I use the sqv command,my quest is active but it never shows up in the pipboy Edited August 11, 2016 by ajs52698 Link to comment Share on other sites More sharing options...
ajs52698 Posted August 12, 2016 Share Posted August 12, 2016 (edited) ah just figured it out, had to have all of these in my script yourquest.Start()yourquest.SetCurrentStageID(10)yourquest.SetObjectiveDisplayed(10)yourquest.setactive() Also I have found out if a npc doesnt have the navmesh to get to you its marker wont show up, atleast thats whats happening for me. Edited August 14, 2016 by ajs52698 Link to comment Share on other sites More sharing options...
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