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Reusing a quest alias (npc) after that quest has failed?


NikaCola

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Long story short, I'm making a quest/story mod, and at one point the PC can fail the mod's main quest, at which point another quest will start in its place. This all works just fine. The old quest fails, the new one registers and getstage shows it's at the right stage.

 

The problem I'm having is that once the original quest has failed, I can no longer talk to one of the NPC's I made (which was working perfectly before.) I've filled out the quest alias for this character just as I did before on the first quest, so I'm just not sure what else needs to be done. Is there something I need to clean up from the previous quest when it fails (to maybe "free up" the alias for the new quest?)

 

Thank you so much for any help, or even pointing me in a possible direction! <3

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Another thought:

Many months back, I made a mod that used alias references for the first time. I made a few mistakes and learned a ton from them. Generally, when a quest has stopped (or is stopping, since many of these things happen at the same time in the engine) the quest's aliases are emptied, so copying a value from one of them at the wrong time will copy over nothing.

 

If there's a particular stage in your main quest that indicates failure, then the script on that stage should load the value into the other quest and then actually stop (or fail, etc.) itself. Alternatively, if there is only one NPC this could possibly refer to, then is it not easier to just force the alias on the alternative quest to point to the (unique) actor in question.

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Would it be easier to have a quest just for the actor alone and have stages on it with fragment code? You could have your first quest start this quest and the new your fail quest communicate with it (setstage etc) after the first one shuts down. Just a thought
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