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New Quest Alias breaks my quest


digitalparanoid

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Hi all,

 

I'm working on a quest. The initial stages are just talking to a bunch of guys sequentially.

 

So I've created stages, dialogs, aliases and objectives everything works fine when testing in the game. Two NPC Unique Actor quest aliases so far.

 

Now I want to add a new stage and a new objective : talking to a new person, so I need a new alias obviously.

 

I only create a new alias on a NPC (unique actor) (2), don't touch anything else and when I test in-game the dialog that starts the quest on the 1st NPC is no longer available !

 

The only difference between the two test runs is this new alias. For the sake of testing, I've tested changing the type of alias to specific reference (even though they say on the wiki, this is not the best way to do that), changing the referenced NPC, etc.., but it doesn't work either.

 

If I just remove this alias, then everything is back to working...

 

It's really strange, I see plenty of vanilla quest with more than two aliases....

 

Any idea ?

 

thanks a lot.

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Hi, thanks for your reply.

 

So the 3rd alias I want to add is Orgnar, the Sleeping Giant Inn owner in Riverwood.

 

So I unchecked "unique" on him and tried to add a new alias "myAlias". Since he doesn't appear anymore in the unique actor combo box, I select "specific reference" Cell: RiverwoodSleepingGiantInn Ref: OrgnarRef (Orgnar)

 

On my dialog for him i just set the conditions

 

GetIsId Orgnar == 1 OR

GetIsAliasRef myAlias == 1 OR

 

And with that, the dialog still doesn't show up.

 

If I remove the alias, the dialog is here....

Edited by digitalparanoid
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Hi, thanks for your reply.

 

So the 3rd alias I want to add is Orgnar, the Sleeping Giant Inn owner in Riverwood.

 

So I unchecked "unique" on him and tried to add a new alias "myAlias". Since he doesn't appear anymore in the unique actor combo box, I select "specific reference" Cell: RiverwoodSleepingGiantInn Ref: OrgnarRef (Orgnar)

 

On my dialog for him i just set the conditions

 

GetIsId Orgnar == 1

GetIsAliasRef myAlias == 1

 

And with that, the dialog still doesn't show up.

 

If I remove the alias, the dialog is here....

 

I would remove the GetIsAliasRef condition so he has the dialogue branch you want. Then add a line to the Papyrus end box to tell the game you've spoken to him..

GetOwningQuest().SetStage(10)

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Sorry there was I typo in my last post, I obviously set

 

GetIsId Orgnar == 1 OR

GetIsAliasRef myAlias == 1 OR

 

in order to test both possibilities.

 

 

 

Here's what I have in my quest

 

alias1 == xyz (unique actor)

alias2 == uvw (unique actor)

 

objective 200 : talk to xyz ; target : alias1

objective 300 : talk to uvw ; target : alias2

objective 400 : talk to Orgnar; (no target for now)

 

stage 0

stage 100 : I talked to Orgnar ; papyrus: setObjectiveDisplayed(200)

stage 200 : I talked to xyz ; papyrus: setObjectCompleted(200) , setObjectiveDisplayed(300)

stage 300 : I talked to uvw ; papyrus: setObjectCompleted(300) , setObjectiveDisplayed(400)

stage 400 : I talked to Orgnar ; complete quest.

 

dialogue 1

GetIsId Orgnar == 1 AND getStage < 100

end fragment : GetOwningQuest().SetStage(100)

 

dialogue 2

GetIsId xyz == 1 AND getStage == 100

end fragment: GetOwningQuest().SetStage(200)

 

dialogue 3

GetIsId uvw == 1 AND getStage == 200

end fragment: GetOwningQuest().SetStage(300)

 

dialogue 4

GetIsId Orgnar == 1 AND getStage == 300

end fragment : GetOwningQuest().SetStage(400)

 

this works

 

Now as you imagine, since objective 400 is 'talk to Orgnar", I want to add him as an alias in order to define him as target of objective 400 (mostly to have the quest marker)

 

so I add this:

 

alias3 == orgnar (unique actor)

objective 400 : talk to Orgnar; target alias 3

 

which seems really the basic thing to do...

 

just doing that, and going back before the quest is initiated, Orgnar doesn't offer dialogue 1....

 

I've tried all kind of conditions GetIsId, GetIsAlias, etc...

 

 

 

thanks for your help !

 

edit : typo in condition for dialog 3, fixed : GetIsId uvw == 1

Edited by digitalparanoid
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OK I see what you're trying to do. Here's is what I would do, we want the initial dialogue option to still be available if the player walks away or declines the quest. If the player accepts advance to the next stage. Edit: I tried GetIsAliasRef in my test mod but it doesn't seem to work with a unique actor ref set so try this:

 

; dialogue 1 inital stage of the quest dialogue
GetIsId Orgnar == 1 AND getStage < 10

;dialogue 1 branch yes ->
; Player says 'Sure I can do that'
; dialogue 1 response yes
GetIsId Orgnar == 1
end fragment: GetOwningQuest().SetStage(10)

dialogue 1 branch no ->
; Player says 'Not right now'
; dialogue 1 response no 
GetIsId Orgnar == 1
end fragment: EMPTY

;dialogue 2
GetIsId xyz == 1 AND getStage == 10
end fragment: GetOwningQuest().SetStage(20)

;dialogue 3
GetIsId xyz == uvw AND getStage == 20
end fragment: GetOwningQuest().SetStage(30)

;dialogue 4
GetIsId Orgnar == 1 AND getStage == 30
end fragment : GetOwningQuest().SetStage(40)

Edited by Guest
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Hi !

 

sorry for the delay, I was away from the computer for a few days.

 

I was investigating the fact that my quest worked when just COC-ing from the main menu and not when using a save (100h+) where Orgnar was (probably) used in some other quests).

 

So I found the solution here :

 

http://forums.bethsoft.com/topic/1351088-quest-alias-troubles/

 

Setting the alias as Optional will allow the quest to work even though filling the alias failed (which is an acceptable solution)

Setting the alias as "allow reserved" will allow the quest to use an alias that is already reserved by some quest

 

to be able to check "allow reserved", you need to uncheck "start game enable" on the quest data tab and to select an event that will start the quest (found an example in the quest video tutorials listed in the CK wiki)

 

 

thanks for your help !

Edited by digitalparanoid
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