xWilburCobbx Posted April 29, 2018 Share Posted April 29, 2018 I finished making my first quest, but it doesn't seem to ever start. I checked with SQV command and found out that it does actually start and can even go through stages, it just doesn't show anything to the player. It seems to show all the IDs for the alias correctly, so it maybe that the culprit is the papyrus script fragments not initializing. Some of the fragments have other functions in them that also don't fire, so I tried Recompile All Papyrus Scripts with no results. Here are some screenshots of my quest window and the fragment script it's using. I spent the whole day looking around and found no answers. They usually fixed the issue by fixing some obvious scripting mistakes, or because an alias wasn't setup right. I am almost certain though that there is nothing unusual with my quest setup. Can someone help me out? I would appreciate it. Link to comment Share on other sites More sharing options...
xWilburCobbx Posted April 29, 2018 Author Share Posted April 29, 2018 (edited) I went ahead and tried to changed my actor references to specific references, since I heard actor references are known to cause issues. It didn't quiet solve the issue. The reference still fills though, and the quest still technically starts and goes to stage 10 like it's supposed to, it just doesn't initialize the papyrus script fragment that tells it what objective to display and all that.Unless the papyrus fragment not running is also a symptom of aliases? In which case, I guess the culprit isn't as obvious as I would like it to be. I did check my script segments and it compiled the fragment with no errors, so there isn't any obvious scripting mistakes either. NOTE: I have also tried making all aliases optional which still held the same result, which is why I am suspicious it's somehow something related to the papyrus script fragment itself. EDIT: I went so far as to delete every reference except the first one, then I checked the flag Allow Reuse in Quest as well as Optional but same result, it fills the aliases but doesn't actually start the script fragment. Edited April 29, 2018 by smashballsx88 Link to comment Share on other sites More sharing options...
xWilburCobbx Posted April 29, 2018 Author Share Posted April 29, 2018 Upon further investigation I found out that it's not an issue with the quest at all. As it turns out, Fallout 4 isn't reading any of my custom scripts. It's not that anything is wrong with them, my scripting works in Skyrim SE like a charm. It's just something about Fallout 4 that's making my scripts not run at all. Either the .pex files aren't compiling right, or there is some kind of setting turned off... If ANYONE knows what this is, I would be grateful for the advice! Link to comment Share on other sites More sharing options...
Reginald001 Posted April 30, 2018 Share Posted April 30, 2018 (edited) Usually I see this behavior only when you're testing new scripts on an existing save game... :o Try testing on a completely new (fresh) game or very old save that had no remnants of your mod. The CK compiles scripts when you 'save' or 'ok' any window. You can check for their existence in the scripts folder, if they are there, and they are referenced, they will be run.. unless it's running old quest code. Scripts aren't saved in a savegame, but script variables are. And quests can skip new code if variables have not been initialized correctly. Usually you take care of this by intercepting the player.loadgame() event, where you set up variables, properties and what not. In your current test save, your properties could not be initializing, causing parts (or all) of your script to be skipped in error. Also, check your PAPYRUS logs for errors. Documents > My games > fallout4 > logs Edited April 30, 2018 by Reginald001 Link to comment Share on other sites More sharing options...
Reginald001 Posted May 4, 2018 Share Posted May 4, 2018 So did you fix it? Link to comment Share on other sites More sharing options...
werr92 Posted May 4, 2018 Share Posted May 4, 2018 https://www.creationkit.com/fallout4/index.php?title=Enable_Loose_Files Link to comment Share on other sites More sharing options...
werr92 Posted May 4, 2018 Share Posted May 4, 2018 Comment. Flag your alias to be 'allow reserved', it's a good practice. And uncheck 'allow reuse' with 'optional', that is not necessary here. Link to comment Share on other sites More sharing options...
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