TheMalevolentTrout Posted March 1, 2017 Share Posted March 1, 2017 So, I wanted to make a mod that adds some unique, powerful enemies to select locations in the game. They should be carrying legendary weapons. Problem is the only way I found to do that is to spawn these legendary weapons in the NPC via a quest. I called the quest "2501LegendariesQuest" For starters I simply tried to spawn a legendary weapon in a container called "2501Desk". The quest "2501LegendariesQuest" should start game enabled and proceed to stage 10 (the only stage). When I load up my game and get the quest stage via "getstage 2501LegendariesQuest" it says the stage is 10, which is good, but the container is empty. I can then use the console to "setstage 2501LegendariesQuest 10" and suddenly the legendary weapon will appear in the container. I followed this guide to the letter, and it didn't work at all until I ticked the "Allow repeated stages" checkbox in the quest. Now I can get the weapon to spawn, but only by manually setting the quest stage to 10, even though the quest stage is already at 10. However I want the weapon to spawn in the container (and later the NPCs) as soon as you load up the mod. Anyone have any idea what I could have missed? I attached the file to this post, if anyone wants to take a look at it. All the added records start with a "2501", the container is in a field directly south of Abernathy Farm. Link to comment Share on other sites More sharing options...
vkz89q Posted March 1, 2017 Share Posted March 1, 2017 (edited) Are you filling aliases in right order? For example, if you want to spawn weapon in container, you must fill that container alias first, then the weapon. Otherwise theres nothing to put the weapon in when the quest starts, it still works if you have "optional" flag in the aliases and allow repeated stages, but need to do the stage 2 times. (Because now the container alias is filled). Simply go to alias tab in your quest, select your container(don't open it), and press LeftArrow and put it higher in the list. Sorry, if you already done all this, can't check the file now. I could be wrong of course, but I had same problem with quest that had npc and location. I had to put location first, otherwise the quest failed to start. Also, if you need help to NPC to use the legendary weapon, check quest named "AspirationalItems". You can pretty much do it like it's done for Tinker Tom's unique weapon. Tested it and it works. Don't forget to give the npc ammo too. Edited March 1, 2017 by vkz89q Link to comment Share on other sites More sharing options...
TheMalevolentTrout Posted March 1, 2017 Author Share Posted March 1, 2017 Thanks for the help. :) I didn't use any aliases, didn't think I had to. In the video I linked he doesn't use aliases either and it works. I now tried to set it up with aliases, and I'm running into the same problem as before. I can only get the weapon to spawn in the container when I type "setstage 2501LegendariesQuest 10" in the console. So it seems to make no difference whether I use aliases or not. Maybe I'm using them the wrong way but I can't find a good guide on aliases either. Best I found is: https://www.creationkit.com/index.php?title=Quest_Alias_Tab and it really didn't help me. Link to comment Share on other sites More sharing options...
shavkacagarikia Posted March 1, 2017 Share Posted March 1, 2017 Try and use OnInit() event instead OnStageSet(). Link to comment Share on other sites More sharing options...
TheMalevolentTrout Posted March 1, 2017 Author Share Posted March 1, 2017 Try and use OnInit() event instead OnStageSet(). Where can I specify that? I didn't use OnStageSet() anywhere. :sweat: Link to comment Share on other sites More sharing options...
shavkacagarikia Posted March 1, 2017 Share Posted March 1, 2017 My bad it's a vanilla script. It's attached on your quest, so that shouldn't be a problem. Try this: make new stage 0 and make it to run on start and set stage to 10 from it's fragment. Link to comment Share on other sites More sharing options...
TheMalevolentTrout Posted March 1, 2017 Author Share Posted March 1, 2017 My bad it's a vanilla script. It's attached on your quest, so that shouldn't be a problem. Try this: make new stage 0 and make it to run on start and set stage to 10 from it's fragment. Tried it, same problem as before. :-/ The quest stage does progress automatically from 0 -> 10 but container is still empty. I can then use console to "setstage 2501LegendariesQuest 0", stage will progress to 10 and the item spawns in the container. Just can't figure out why it doesn't do this when the mod is loaded. Do you think I should simply add something like a note for the player to pick up or some other kind of trigger that does the "setstage 2501LegendariesQuest 0" thing? Link to comment Share on other sites More sharing options...
shavkacagarikia Posted March 1, 2017 Share Posted March 1, 2017 Ok try this: make a copy of the script thats attached on quest. Inside Dont change onStageSet event as it receivs some parameters as I remember, just add new onInit() event and setstage from there. Attach that copied script to quest and remove vanilla one. Link to comment Share on other sites More sharing options...
Recommended Posts