FiftyTifty Posted January 1, 2018 Share Posted January 1, 2018 (edited) I've a fairly ambitious mod, that rebalances the entire game. Everything is set to level 25, all weapons and armour are viable, and the player is also capped to level 25. I've got all the tedious stuff done, but the problem is that I have a quest script that refuses to run. The quest has start game enabled, and there are no if checks that could somehow stop it from working. Here's the .esp: http://www.mediafire.com/file/88ob8skoepvjx8o/FyTy%20-%20Damage%20Overhaul.esp Any ideas why it's not working? The script compiles fine, and it requires NVSE. Edit: Never mind. The problem was that I didn't have it active in my load order. I'm an idiot. Edited January 1, 2018 by FiftyTifty Link to comment Share on other sites More sharing options...
Mktavish Posted January 1, 2018 Share Posted January 1, 2018 (edited) Well off the bat I would say your script processing delay set at 30.0 should be just default or .5 Then change your script like this ... ~~~~~~~scn MaxLevelScript int bMaxLevelDone Begin GameMode If GetStage AAAFyTyDamageOverhaulMaxLevelQuest < 10 SetNumericGameSetting iMaxCharacterLevel 25 RewardXP 46200 player.AddPerk AAAFyTyDamageOverhaulLvl25CapPerk set bMaxLevelDone to 1 SetStage AAAFyTyDamageOverhaulMaxLevelQuest 10 endif End~~~~~~~~~~~~~ Notice I removed the "StopQuest" line Which may have been the culprit to not let the quest execute properly with that delay ??? And with the added "IF" statement , would keep the script from running , plus the stage of 10 to complete the quest should stop it.But if you need a "StopQuest" line , could put it in the result script of stage 10. However ... I am not able to test this for if it works ... your file is crashing my game both in its original form and my modified version. Edited January 1, 2018 by Mktavish Link to comment Share on other sites More sharing options...
FiftyTifty Posted January 1, 2018 Author Share Posted January 1, 2018 Nah, the problem was stupid as hell. I just forgot to enable the mod. It's important to have StopQuest once your script has done it's thing, as New Vegas runs every non-stopped quests' script every couple of seconds. Link to comment Share on other sites More sharing options...
Mktavish Posted January 2, 2018 Share Posted January 2, 2018 (edited) Glad it worked , was just a guess not knowing it worked in the first place. So a 30.0 delay works fine ? And that is just waiting 30 sec after load to flash 1 frame of the game mode block ? But of course wouldn't work very well for a block that had to run a timer right ? Now ya got me wondering why I was crashing on launch after the first splash screen o_O I guess probably something to do with my load order , and your master dependency list ? Edited January 2, 2018 by Mktavish Link to comment Share on other sites More sharing options...
FiftyTifty Posted January 2, 2018 Author Share Posted January 2, 2018 Glad it worked , was just a guess not knowing it worked in the first place. So a 30.0 delay works fine ? And that is just waiting 30 sec after load to flash 1 frame of the game mode block ? But of course wouldn't work very well for a block that had to run a timer right ? Now ya got me wondering why I was crashing on launch after the first splash screen o_O I guess probably something to do with my load order , and your master dependency list ? If you have a hardcore number of intensive overhauls, I wouldn't be surprised if the memory heap is being f*#@ed too hard. And yeah, the quest delay runs the quest script for one frame after the specified delay. If you only want to run it once, use StopQuest at the end of the code block. Link to comment Share on other sites More sharing options...
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