SinderionsBones Posted March 14, 2012 Share Posted March 14, 2012 Greetings, I recently started messing around with doing a mod. I figured out what the main challenges would probably be and such... and then ... before I could get my foot in the door on putting it into the CK I ran into what is probably a stupid simple problem.I love the elegance using a trigger to trigger a story manager script event, in turn starting a quest, which makes it's own elements, and cleans them up afterwards. The vast majority of Wilderness encounters are exactly this setup. All the guards with prisoners walking around, the fights between enemies out in the woods, all of it. What I cannot, for the life of me, get to work, is the connection between the script on the trigger box, and the starting of the actual quest. I've basically made an exact copy of everything in between on my own file. I can get all the events from the trigger box, enter, leave, reference and whatnot, The call to SendStoryEvent, however, even made from the appropriate keyword (that's as detailed as it get's in the bethesda reference >.<) simply does not seem to move it along into the story manager or something...If nobody has any idea, I wouldn't be surprised. I haven't seen any use of the script event, or any sort of world encounters set up like this in any mods so far. Who knows if the creation kit can even work as advertised in this particular area if nobodies been pursuing it...If you want some motivation to help me see it get working, what I'm doing is ... robbing you. Small, usually triggered events of various sorts, that help relieve you of your hard earned money. Mainly aimed at adding some danger to walking around with all your money. In my eyes, an essential compliment to a bank type mod from a gameplay point of view. Why would you invest or stash away your money somewhere when it's perfectly safe in your coinpurse? Some ways of getting your money are obvious, others you may not see comming so much mwahahaha. I went and said some thing on the trade guild comments about tossing this together... and now one of the fundamental things I had in mind just isn't cooperating or seeming to work as advertised(I'm pretty sure it's me though... somehow). I'll get it working one way or another, but this way is so pretty from a design standpoint :DFirst off, does anyone know about, or have any experience using script events as starts for quests? How about using ANY events to start a quest? That's my next step is make sure my quest and story manager node setup is viable AT ALL. I'll post specifics if anyone has a clue and more info would help. So far it's basically set up for onTriggerEnter -> mykeyword.SendStoryEvent() -> Story manager node tied to anything from mykeyword -> Run MyQuest -> MyQuest is set to start from script event, priority is high -> Alias is just player, and trigger, passed in reference1 of the event(it does that automatically... supposedly) -> Startup stage should... play a debug messagebox, and a test NPC should spawn where the player is, obviously none of this happens. Right now it get's to.... debug code on the onTriggerEnter event... so basically I'm nowhere. Even setting the quest stage that should show a debug message with the console does nothing (the quest probably isn't loaded yet.. cause the SM event won't trigger) Even though short of copying existing elements, everything is identical to other script event story manager nodes and quests. It just *feels* like I'm missing something simple but hugely important. Thanks for even bothering to read this far... any help or insight would be great too. Link to comment Share on other sites More sharing options...
fg109 Posted March 14, 2012 Share Posted March 14, 2012 I haven't played around with the story manager at all, but how about you test your quest for now by hooking it to an existing trigger? For example, the wilderness encounters. Put your quest in the same node, at the top of the list, and uncheck "Shares Event" or whatever so you know yours will be the only one to fire. Then go in and test it to see if it's working. If it does work, then the problem must have been how you set up your trigger. If it doesn't work, the problem must be how you set up your quest. Link to comment Share on other sites More sharing options...
SinderionsBones Posted March 14, 2012 Author Share Posted March 14, 2012 That'll do :D Lol, don't understand it much better than before. All the obviously relevant code is no different than mine, but the WETrigger works (With some convincing) and mine did not. The trigger was the only thing I wasn't making sure was identical :D I knew it had to be something reasonably obvious I just wasn't doing. I'll figure out what exactly the issue was after I get some stuff workin. :D Thank ya for the advice. Link to comment Share on other sites More sharing options...
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