Jump to content

Recommended Posts

Posted (edited)

Hello, I'm a total beginner with modding.
In my first atempt to create a simple quest(dialogue-> ask for an item->item as reward), i used the tutorials provided by bathesda at the creation kit website,But after create an new NPC and program the dialogues (inserting the condition to that NPC tell them as specified in the tutorial) my NPC appears in the game but don't trigger the dialogue to start the quest when i speak with him.

Anyone have an idea of what i did wrong? i reviewed all the tutorial until the point of the "Run the game to test the dialogue" but i did as the way specified.

Edited by Necroaster
Posted

Just do it in TesVEdit - Load your esp, rightclick on it goto 'Other' in the dropdown menu and select 'Create SEQ file' - Your done.

Posted

Then you have a different problem - I presume you have the quest set to Start Game Enabled, so you need to check it is in fact running. In Stage 0 put the line: debug.notification("quest started") to check.

Posted

Then you have a different problem - I presume you have the quest set to Start Game Enabled, so you need to check it is in fact running. In Stage 0 put the line: debug.notification("quest started") to check.

 

An alternative, which is also very very useful for debugging any number of other quest-related issues, is the sqv [questname] console command. Gives you a run down of the quest's current stage, whether it's running or stopped, what is in any aliases, and what the values of any variables on the quest scripts are.

 

Speaking of which, it's important to make sure your aliases fill as you expect them to. Unless they're explicitly tagged as optional, they all need to be filled; if one or more is not, the quest will not start.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...