MrKew48 Posted July 24, 2017 Share Posted July 24, 2017 Hello,I have quest that is not Start Game Enabled, so aliases should be filled at start of quest. But I have some aliases that has to be force filled (using function ForceRefTo) before quest start. The problem is when I force fill some aliases at quest start then other aliases won't fill at quest start. Am I missing something or it is impossible and I have to force fill aliases after quest start? Thanks for any suggestions Link to comment Share on other sites More sharing options...
Aragorn58 Posted July 24, 2017 Share Posted July 24, 2017 As far as I know aliases that are attached to a quest will not fill until the quest has started. Link to comment Share on other sites More sharing options...
RichWebster Posted July 24, 2017 Share Posted July 24, 2017 (edited) If you fill an alias before the quest is started (which is possible), the alias will drop out when you save and load the game. The quest must be started before any aliases can be filled. Edit If you need some aliases to be created using other aliases, like if you're creating a quest object to go in an alias container, you need to just do it using scripting. If you tell me what you're trying to do I'll point you in the right direction. Edited July 24, 2017 by B1gBadDaddy Link to comment Share on other sites More sharing options...
MrKew48 Posted July 24, 2017 Author Share Posted July 24, 2017 Well, I have some (I don't want to fill them all manually) activators (they have same base object) that disables at first OnLoad and then when my quest starts they have to be aliases. So I can't force them to fill, because I don't know their references and they ignore most of events as they are disabled. To be sure, I can go one by one and fill them manually, but I'm bit lazy, so I don't want to do that. But more important is that I am really curious about the solution and I want to know more about aliases and scripting. So thanks for your time Link to comment Share on other sites More sharing options...
RichWebster Posted July 24, 2017 Share Posted July 24, 2017 If you have to manually create the aliases anyway it might just be easier to point each one to the activator it needs to be on. Link to comment Share on other sites More sharing options...
RichWebster Posted July 24, 2017 Share Posted July 24, 2017 (edited) The other thing you could do is give the activators a keyword, or the references in the world a LocRefType, and then use the HasKeyword or HasRefType condition functions on the alias. When the quest starts they will fill with the activators. Just have to make sure you tick Allow Disabled, and don't tick Allow Reuse in Quest. Edited July 24, 2017 by B1gBadDaddy Link to comment Share on other sites More sharing options...
lofgren Posted July 24, 2017 Share Posted July 24, 2017 Another method might be to use a script story event and pass the objects to the quest as akRef1 and akRef2. That won't work if you have more than two though. Link to comment Share on other sites More sharing options...
RichWebster Posted July 24, 2017 Share Posted July 24, 2017 Another method might be to use a script story event and pass the objects to the quest as akRef1 and akRef2. That won't work if you have more than two though.I'd assume there's more than 2 or he's one lazy bastard ;) Link to comment Share on other sites More sharing options...
MrKew48 Posted July 24, 2017 Author Share Posted July 24, 2017 (edited) Haha, yeah it's more than two... I'm not so lazy Anyway so if there is more than one alias with same RefType in that location it will fill one for each created alias? None will be twice and none will be empty? I didn't know that, thats much more smooth than force filling. Oh and it is posible to create alias automatically? Edited July 24, 2017 by MrKew48 Link to comment Share on other sites More sharing options...
RichWebster Posted July 24, 2017 Share Posted July 24, 2017 (edited) Haha, yeah it's more than two... I'm not so lazy Anyway so if there is more than one alias with same RefType in that location it will fill one for each created alias? None will be twice and none will be empty? I didn't know that, thats much more smooth than force filling. Oh and it is posible to create alias automatically?If you tick the Allow Reuse in Quest box for the alias, that will mean the same will be filled. So don't tick that! They will be filled in order so you may have empty ones at the bottom of the list if there's more aliases than objects. Tick optional otherwise your quest might not start due to empty references. Haven't a clue mate, might be a TES5Edit script for that. Edited July 24, 2017 by B1gBadDaddy Link to comment Share on other sites More sharing options...
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