NikaCola Posted December 7, 2017 Share Posted December 7, 2017 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 Link to comment Share on other sites More sharing options...
FlashyJoer Posted December 7, 2017 Share Posted December 7, 2017 (edited) Maybe in between shutting down the one quest and starting the new one in your code, forcerefto from the old refalias to the new one? I dont know if that will work, but its a thought... NewRef.ForceRefTo.(OldRef) Edited December 7, 2017 by joerqc Link to comment Share on other sites More sharing options...
Yulliah Posted December 8, 2017 Share Posted December 8, 2017 Do you have the box ticked in the aliases 'allow reserved'?If it does not allow you to tick the box, you need to tick off the box on the main quest page that enables it from the start... Link to comment Share on other sites More sharing options...
digitalpartisan Posted December 9, 2017 Share Posted December 9, 2017 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. Link to comment Share on other sites More sharing options...
Yulliah Posted December 9, 2017 Share Posted December 9, 2017 you don't have to add script to force aliasses if you allow reserved though Link to comment Share on other sites More sharing options...
SMB92 Posted December 11, 2017 Share Posted December 11, 2017 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 Link to comment Share on other sites More sharing options...
Recommended Posts