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Quest Won't Advance After Killing NPC


RangerBoo

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haha sorry !

I'm just small time modder from TES 4

yoo Dubious !

could you tell us what is syntax for debugging ? in Oblivion (TES 4) the OBSE syntax for print out to console is printc, so what is similar syntax in FO 4 ??

 

hey Ranger,

maybe you could look for it in here

http://geck.bethsoft.com/index.php?title=Category:Functions

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oh.. ! I think I found it


ShowWarning


This gives the ability to print a message to the warnings.txt file, which is useful for debugging and tracing script flow.




scn VAAMorganQuestScript

short bLetterDelivered
short bBrookGreeted
short bBrooksFollow

short sh1

begin GameMode
Set sh1 to GetStage AAAMorganQuest
ShowWarning "AAAMorganQuest stage %g" sh1
if sh1 == 10
ShowWarning "YAY ! now AAAMorganQuest is stage 10"
AAACathyRef.Enable
AAAChaseRef.Enable
elseif sh1 == 50
ShowWarning "YAY ! now AAAMorganQuest is stage 50"
AAAByronRef.disable
AAAByronRef.MarkForDelete
elseif sh1 == 90
ShowWarning "YAY ! now AAAMorganQuest is stage 90"
AAACassiusRef.enable
AAALegionSpy01Ref.enable
AAALegionSpy02.enable
endif

if AAACassiusRef.GetDead * AAALegionSpy01Ref.GetDead * AAALegionSpy02Ref.GetDead
ShowWarning "YAY ! now AAAMorganQuest is stage 100"
Set bBrookGreeted to 1
SetStage AAAMorganQuest 100
endif
end

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I think it maybe because I don't have a script for what happens to the NPC's after death. Problem is when I go to create the script it just say that the Begin OnDeath script has a mismatched begin and end block.

Edited by RangerBoo
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ahh... so my guess is right, this is quest progression issue

the stage is stuck at certain number so the validation is never got right

 

btw

just now I found out that syntax ShowWarning is unreliable & not working (this article http://geck.bethsoft.com/index.php?title=Talk:ShowWarning)

I suggest that you test it, and monitor the quest stage, it is stuck or not. if stuck then you should search the culprit & fix it

 

better use ShowMessage

 

 

scn VAAMorganQuestScript

short bLetterDelivered    
short bBrookGreeted
short bBrooksFollow     

short sh1

begin GameMode
	Set sh1 to GetStage AAAMorganQuest
	if sh1 == 10
		ShowMessage "YAY ! now AAAMorganQuest is stage 10"
		AAACathyRef.Enable
		AAAChaseRef.Enable
	elseif sh1 == 50
		ShowMessage "YAY ! now AAAMorganQuest is stage 50"
		AAAByronRef.disable
		AAAByronRef.MarkForDelete
	elseif sh1 == 90
		ShowMessage "YAY ! now AAAMorganQuest is stage 90"
		AAACassiusRef.enable 
		AAALegionSpy01Ref.enable
		AAALegionSpy02.enable
	endif

	if AAACassiusRef.GetDead * AAALegionSpy01Ref.GetDead * AAALegionSpy02Ref.GetDead
		ShowMessage "YAY ! now AAAMorganQuest is stage 100"
		Set bBrookGreeted to 1
		SetStage AAAMorganQuest 100
	endif
end 

 

 

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It is a quest progression issue. It just won't progress after killing the NPC's. I looked over some of Someguy2000's scripts to how he was able to get a quest to progress after killing a NPC but the problem is is that the GECK won't let me save Begin OnDeath script.

Edited by RangerBoo
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Ranger...

this is just a wild guess

but I found out that syntax printc & PrintToConsole is exist in Fall Out Geck ---> here http://geck.bethsoft.com/index.php?title=Printc

you said you can't save the script ?

then... it means you don't have FOSE correctly installed in your setup

I think you should install this before proceed

https://www.nexusmods.com/fallout3/mods/8606

make sure you installed it correctly

I'm pretty sure if you did it right, that script OnDeath will work... printc will work... and everything else will

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There shouldn't be a problem. I just type my new script name which works fine but when I write Begin OnDeath the script won't let me save it saying that there is a mismatched begin and end block.

 

I don't think I have the script extender. Just NVSE. Does this work for New Vegas?

Edited by RangerBoo
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woops sorry again my bad,

I mean NVSE

hmm... this is strange issue... because if you open geck & encounter can't-save-script issue on some syntax, usually this is because the script extender is not correctly installed

the GECK or CS or CK need dll from script extender so it can recognized the NEW syntax, that's why they are called script extender (in TES 4 called OBSE -- Oblivion script extender)

sorry in this point I can't help you more, because I only own Oblivion copy. never played FO series in my entire life~

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