Reginald001 Posted April 17, 2018 Author Share Posted April 17, 2018 (edited) I can't tell anything about scenes. Not sure that priority works for them or how to make it work . But for quets those with a higher priority overwrite those with low. You can compare vanilla Followers quest that has 90 priority , WorkshopParent quest that has 41 priority and WorkshopSummonedByBell with 43 priority. The SummonedByBell would not work with a lower priority than WorkshopParent. WorkshopParent tells settlers to go work, sleep or relax. And SummonedByBell tells them to go and stay near the bell. Just note, that it only overwrites the same type of things they add. If a quest with a lower (i.e. 30) priority has generic greeting infos for some actors and another quest with higher priority(i.e. 40) has idle infos for the same actors, nothing will be overriden . If they both have greetings infos with the same conditions or no conditions, the one with 40 priority will win. If they both have greeting infos but with different conditions that exclude each other , both will work but in different situations that are defined by the conditions. Well, i guess I used wrong word. If you set it random it works randomly. If you only click do all before repeating, they work one by one from the top to the bottom. If you click both they work randomly but in theory should not repeat untill each info in the group has fired. You can read about Story Manager in the Creation Kit wiki (SM Event Node article) . Following the instructions helps to avoid any incompatibility. I'll do some more testing with quest priorities, thanks! (edit) For SCENE priorities I can definitely confirm that the LOWER the Index of a scene, the higher it's priority is (!) If I give the 'bad customer' radiant quest scenes a higher index than the 'newrecruited' scenes, they never play, as the 'newrecruited' scene then takes precedence. I now have 1 group that has both filtered dialogue and unfiltered dialogue. I think it's not repeating because I set this option. What I will do is make different groups, set all of them to random and random children, but each group will represent it's own set of conditionals. Then I can force 'do all before repeating' without getting stuck on 1 topic that does not meet the criteria... damn.. that'll be some reworking. :wink: The end result being this, two groups, both set to random, one holding the 'use profanity', the other empty. Edited April 17, 2018 by Reginald001 Link to comment Share on other sites More sharing options...
llamaRCA Posted April 17, 2018 Share Posted April 17, 2018 I can't tell anything about scenes. Not sure that priority works for them or how to make it work . But for quets those with a higher priority overwrite those with low. You can compare vanilla Followers quest that has 90 priority , WorkshopParent quest that has 41 priority and WorkshopSummonedByBell with 43 priority. The SummonedByBell would not work with a lower priority than WorkshopParent. WorkshopParent tells settlers to go work, sleep or relax. And SummonedByBell tells them to go and stay near the bell. Just note, that it only overwrites the same type of things they add. If a quest with a lower (i.e. 30) priority has generic greeting infos for some actors and another quest with higher priority(i.e. 40) has idle infos for the same actors, nothing will be overriden . If they both have greetings infos with the same conditions or no conditions, the one with 40 priority will win. If they both have greeting infos but with different conditions that exclude each other , both will work but in different situations that are defined by the conditions. Well, i guess I used wrong word. If you set it random it works randomly. If you only click do all before repeating, they work one by one from the top to the bottom. If you click both they work randomly but in theory should not repeat untill each info in the group has fired. You can read about Story Manager in the Creation Kit wiki (SM Event Node article) . Following the instructions helps to avoid any incompatibility. (edit) For SCENE priorities I can definitely confirm that the LOWER the Index of a scene, the higher it's priority is (!) If I give the 'bad customer' radiant quest scenes a higher index than the 'newrecruited' scenes, they never play, as the 'newrecruited' scene then takes precedence. How you are controlling your scenes if priorities affect them that much? Are you using conditions to get to the scenes you want when you want them? Do you use generic greetings which don't explicitly feed into specific scenes so that whichever scene decides to play is the one that plays? Are you attempting to randomize scenes? Re: Story MangerI use the Story Manager a lot in Heather. I have about 20 quests set up to trigger out of it and several of them repeat regularly. I have had no compatibility issues. Can you explain further what kind of compatibility problems you are seeing? @joerqc - Thanks :smile: Link to comment Share on other sites More sharing options...
Reginald001 Posted April 18, 2018 Author Share Posted April 18, 2018 (edited) I can't tell anything about scenes. Not sure that priority works for them or how to make it work . But for quets those with a higher priority overwrite those with low. You can compare vanilla Followers quest that has 90 priority , WorkshopParent quest that has 41 priority and WorkshopSummonedByBell with 43 priority. The SummonedByBell would not work with a lower priority than WorkshopParent. WorkshopParent tells settlers to go work, sleep or relax. And SummonedByBell tells them to go and stay near the bell. Just note, that it only overwrites the same type of things they add. If a quest with a lower (i.e. 30) priority has generic greeting infos for some actors and another quest with higher priority(i.e. 40) has idle infos for the same actors, nothing will be overriden . If they both have greetings infos with the same conditions or no conditions, the one with 40 priority will win. If they both have greeting infos but with different conditions that exclude each other , both will work but in different situations that are defined by the conditions. Well, i guess I used wrong word. If you set it random it works randomly. If you only click do all before repeating, they work one by one from the top to the bottom. If you click both they work randomly but in theory should not repeat untill each info in the group has fired. You can read about Story Manager in the Creation Kit wiki (SM Event Node article) . Following the instructions helps to avoid any incompatibility. (edit) For SCENE priorities I can definitely confirm that the LOWER the Index of a scene, the higher it's priority is (!) If I give the 'bad customer' radiant quest scenes a higher index than the 'newrecruited' scenes, they never play, as the 'newrecruited' scene then takes precedence. How you are controlling your scenes if priorities affect them that much? Are you using conditions to get to the scenes you want when you want them? Do you use generic greetings which don't explicitly feed into specific scenes so that whichever scene decides to play is the one that plays? Are you attempting to randomize scenes? Re: Story MangerI use the Story Manager a lot in Heather. I have about 20 quests set up to trigger out of it and several of them repeat regularly. I have had no compatibility issues. Can you explain further what kind of compatibility problems you are seeing? @joerqc - Thanks :smile: None of the above. Newrecruited scene -> Should always play unless a scene with a higher FUNCTIONAL PRIORITY needs to kick off (e.g bad customer radiant quest takes FUNCTIONAL PRIORITY over simply chatting). (e.g. read FUNCTIONAL PRIORITY has nothing to do with PRIORITY of the scene itself ... e.g. it's index value) used the caps for clarity as the terms can be confusing. :wink: Bad Customer scene -> Should run when a certain counter limit is reached. It works perfectly, but if the bad customer has a higher index, it never gets there as the newrecruited scene takes precedence.(Note that it now works 100% the way it should) but this means that by definition for scenes, the LOWER the number, the HIGHER it's priority is. As for the story manager, if it works anything like the leveled lists do, or most other objects, simply adding stuff will make it incompatible with other mods touching this 'object', right? This is all assumption on my end, I did not work with the SM and am trying to avoid it (e.g. make Ivy talk to other NPC's on her own without having to use vanilla quests and settings, but perhaps I'm just being terribly anal about things; worrying about issues that aren't there). Edited April 18, 2018 by Reginald001 Link to comment Share on other sites More sharing options...
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