WIGWAM Posted November 8, 2017 Share Posted November 8, 2017 On one of my mods I have a quest that starts when you enter a trigger box (previously it was meant to start when you talked to someone). This works perfectly for me (log entry, markers, rewards etc.) and seems to work for other people but it seems like most are not having the quest start. The dialogue attached to the quest shows up however the quest does not show up in their quest log and the stages don't progress to allow them to complete the quest. The mod only adds a trap door and the quest trigger to the commonwealth, everything else is new in its own cell, I have also been through and cleaned the file with FO4Edit so it's unlikely that the problem is caused by a conflict. In my next update I intend to just have the quest start when the game is started - how do I make sure this will work for everyone? If this method doesn't get the quest to start for everyone then I am out of ideas. . Thanks. Link to comment Share on other sites More sharing options...
SKKmods Posted November 8, 2017 Share Posted November 8, 2017 Inconsistent quest startup sounds like non optional aliases are not always filling, or this happened to several of my quests until I strengthened the init process. Typically external agent (triggerbox, holotape, dialog ... whatever) calls quest main script main function which checks any startup conditions including GetReference() on non optional aliases PlayerRef is perfect for this and ForceReferenceTo() if they are not filling. pQuestName.Start() If Alias_PlayerRef.GetReference() != pPlayerRef pQuestName.Reset() ; quest is buggered Alias_PlayerRef.ForceRefTo(Game.GetPlayer()) ; dont pissabout with a ref here, go hard EndIf If Alias_PlayerRef.GetReference() == pPlayerRef pQuestName.SetStage(10) Else ; quest is dead user notification or silent cleanup EndIf Link to comment Share on other sites More sharing options...
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