colbycolbear Posted May 12, 2018 Share Posted May 12, 2018 So,I've been working on this Mod for a while, I'm now at the point where it's done and I want to test it, but It simply doesn't want to start. It's a quest that I want to happen right after completing the BOS Quest Blind Betrayal, And despite the fact I have the coding in there to start (and when I was doing some initial testing, it worked), Now it simply won't. Not even console commands can get this game to start. StartQuest, SetStage, ResetQuest, none of them work. Putting in the SQV I get this---Papyrus---MyMod01: BOS302MMScript State = ""Ungrouped Auto Properties:Alias_Maxson const = alias Maxson on quest Danse302MM (20000F99)BOS302HaylenSpawnMarker01 const = (000D109F)BOS302HaylenSpawnMarker02 const = (0023B842)BOS302HaylenSpawnMarker03 const = (0023B843)âVariables:No VariablesCA_QuestStage_Bump:Script State = ""Ungrouped Auto Properties:QuestStageBumpData[] const = []Variables:No VariablesDanse302MMQuestScript:Script State = ""No auto PropertiesVariables:No Variables-7 Aliases for quest 'Danse302MM' (20000F99)-REF 'Danse'-> NONEREF 'Haylen'-> NONEREF 'Quinlan'->NONEREF 'Maxson'->NONEREF 'HaylenHolotag'-> NONELOC 'TheCastleLocation'-> NONERef 'TheCastle'-> NONE--Quest state--Enabled? N0State: StoppedCurrent stage: 0Priority: 70 I'm new to Moding so I'm not sure what All of it means, So I appreciate any help you can give. Link to comment Share on other sites More sharing options...
werr92 Posted May 12, 2018 Share Posted May 12, 2018 (edited) Show us the pics of your quest. EVERY Tab: Quest Tab, Stage Tab, Aliases Tab (With the settings of every alias reference too), - everything! And every dialogue in detail (Scenes tab). If you have a Script attached to quest iun the last window (Script Tab), which you should have actually, I need to see its code as well. Edited May 12, 2018 by werr92 Link to comment Share on other sites More sharing options...
SKKmods Posted May 12, 2018 Share Posted May 12, 2018 10:1 you are trying to run the quest mod in a savegame that you have already tried to run the quest mod in. If so, you need to use a savegame that never seen your quest mod and DONT SAVE over that once you have loaded the mod. Link to comment Share on other sites More sharing options...
colbycolbear Posted May 12, 2018 Author Share Posted May 12, 2018 I'm hoping to avoid restarting my save, because that last save was a solid 10 hours before hand. And I already had to do that once prior. As for the mod itself, I can't seem to put it all the screenshots in one post, so I'll have to make several Here is the Code In the Quest stages Tab to lessen the amount I need to do ;BEGIN FRAGMENT CODE - Do not edit anything between this and the end commentScriptname Fragments:Quests:QF_302DanseMM_01000F99 Extends Quest Hidden Const;BEGIN FRAGMENT Fragment_Stage_0000_Item_00Function Fragment_Stage_0000_Item_00();BEGIN CODEif MinDestBOS.GetStageDone(1000)==1SetStage(150)Endif;END CODEEndFunction;END FRAGMENT;BEGIN FRAGMENT Fragment_Stage_0010_Item_00Function Fragment_Stage_0010_Item_00();BEGIN CODESetObjectiveDisplayed(10);END CODEEndFunction;END FRAGMENT;BEGIN FRAGMENT Fragment_Stage_0020_Item_00Function Fragment_Stage_0020_Item_00();BEGIN CODESetObjectiveCompleted(10)SetObjectiveDisplayed(20);END CODEEndFunction;END FRAGMENT;BEGIN FRAGMENT Fragment_Stage_0030_Item_00Function Fragment_Stage_0030_Item_00();BEGIN CODESetObjectiveCompleted(20)SetObjectiveDisplayed(30)Danse302MM_travel.Start();END CODEEndFunction;END FRAGMENT;BEGIN FRAGMENT Fragment_Stage_0040_Item_00Function Fragment_Stage_0040_Item_00();BEGIN CODEif BoSKickOut.GetStageDone(20)==1SetStage(140)EndifSetObjectiveCompleted(30)SetObjectiveDisplayed(40)Danse.GetActorRef().AddToFaction(Minutemen)CompanionActorScript DanseCompanion = Danse.GetActorReference() as CompanionActorScriptDanseCompanion.HomeLocation = TheCastleLocation;END CODEEndFunction;END FRAGMENT;BEGIN FRAGMENT Fragment_Stage_0050_Item_00Function Fragment_Stage_0050_Item_00();BEGIN CODESetObjectiveCompleted(40)SetObjectiveDisplayed(50);END CODEEndFunction;END FRAGMENT;BEGIN FRAGMENT Fragment_Stage_0060_Item_00Function Fragment_Stage_0060_Item_00();BEGIN CODESetObjectiveCompleted(50)SetObjectiveDisplayed(60)Danse.GetActorRef().AddItem(ClothesMinutemanOutfit, 1, true)Danse.GetActorRef().EquipItem(ClothesMinutemanOutfit, true)Danse.GetActorRef().AddItem(ClothesMilitaryCap, 1, true)Danse.GetActorRef().EquipItem(ClothesMilitaryCap, true);END CODEEndFunction;END FRAGMENT;BEGIN FRAGMENT Fragment_Stage_0070_Item_00Function Fragment_Stage_0070_Item_00();BEGIN CODESetObjectiveCompleted(60)SetObjectiveDisplayed(70);END CODEEndFunction;END FRAGMENT;BEGIN FRAGMENT Fragment_Stage_0080_Item_00Function Fragment_Stage_0080_Item_00();BEGIN CODESetObjectiveCompleted(70)SetObjectiveDisplayed(80)Danse302MMBunkerHill.Start();END CODEEndFunction;END FRAGMENT;BEGIN FRAGMENT Fragment_Stage_0090_Item_00Function Fragment_Stage_0090_Item_00();BEGIN CODESetObjectiveCompleted(80)SetObjectiveDisplayed(90)HaylenRef.GetActorRef().RemoveFromFaction(BrotherhoodofSteelFaction)HaylenRef.GetActorRef().AddToFaction(Minutemen);END CODEEndFunction;END FRAGMENT;BEGIN FRAGMENT Fragment_Stage_0100_Item_00Function Fragment_Stage_0100_Item_00();BEGIN CODESetObjectiveCompleted(90)SetObjectiveDisplayed(100)Danse302MMHaylenCastle.Start()HaylenRef.GetActorRef().AddItem(ClothesMinutemanOutfit, 1, true)HaylenRef.GetActorRef().EquipItem(ClothesMinutemanOutfit, true);END CODEEndFunction;END FRAGMENT;BEGIN FRAGMENT Fragment_Stage_0110_Item_00Function Fragment_Stage_0110_Item_00();BEGIN CODESetObjectiveCompleted(50)SetObjectiveDisplayed(110);END CODEEndFunction;END FRAGMENT;BEGIN FRAGMENT Fragment_Stage_0115_Item_00Function Fragment_Stage_0115_Item_00();BEGIN CODESetObjectiveCompleted(100)SetObjectiveDisplayed(115);END CODEEndFunction;END FRAGMENT;BEGIN FRAGMENT Fragment_Stage_0120_Item_00Function Fragment_Stage_0120_Item_00();BEGIN CODESetObjectiveCompleted(115)SetObjectiveDisplayed(120)BoSKickout.SetStage(20);END CODEEndFunction;END FRAGMENT;BEGIN FRAGMENT Fragment_Stage_0125_Item_00Function Fragment_Stage_0125_Item_00();BEGIN CODESetObjectiveCompleted(100)SetObjectiveDisplayed(125)BoSKickout.SetStage(20)BrotherhoodofSteelFaction.SetEnemy(Minutemen)Minutemen.SetEnemy(BrotherhoodofSteelFaction);END CODEEndFunction;END FRAGMENT;BEGIN FRAGMENT Fragment_Stage_0130_Item_00Function Fragment_Stage_0130_Item_00();BEGIN CODESetObjectiveCompleted(100)SetObjectiveDisplayed(130);END CODEEndFunction;END FRAGMENT;BEGIN FRAGMENT Fragment_Stage_0140_Item_00Function Fragment_Stage_0140_Item_00();BEGIN CODECompleteAllObjectives()Stop();END CODEEndFunction;END FRAGMENT;BEGIN FRAGMENT Fragment_Stage_0150_Item_00Function Fragment_Stage_0150_Item_00();BEGIN CODEFailAllObjectives()Stop();END CODEEndFunction;END FRAGMENT;END FRAGMENT CODE - Do not edit anything between this and the begin commentScene Property Danse302MM Auto ConstPackage Property Danse302MMEscort Auto ConstAlias Property HaylenHolotag Auto ConstAlias Property Maxson Auto ConstAlias Property Haylen Auto ConstAlias Property Quinlan Auto ConstQuest Property BoSKickOut Auto ConstScene Property Danse302MM_travel Auto ConstLocation Property TheCastleLocation Auto ConstInt Property NewProperty Auto ConstQuest Property BoSDansePostGame Auto ConstQuest Property DansePostGame Auto ConstFaction Property Minutemen Auto ConstReferenceAlias Property Danse Auto ConstArmor Property ClothesMinutemanOutfit Auto ConstArmor Property ClothesMilitaryCap Auto ConstReferenceAlias Property HaylenRef Auto ConstFaction Property BrotherhoodofSteelFaction Auto ConstScene Property Danse302MMHaylenCastle Auto ConstScene Property Danse302MMBunkerHill Auto ConstQuest Property MinDestBoS Auto Const Link to comment Share on other sites More sharing options...
colbycolbear Posted May 12, 2018 Author Share Posted May 12, 2018 The Stages Main tab. Link to comment Share on other sites More sharing options...
colbycolbear Posted May 12, 2018 Author Share Posted May 12, 2018 Link to comment Share on other sites More sharing options...
colbycolbear Posted May 12, 2018 Author Share Posted May 12, 2018 I'll wait for later to turn in the Dialogue. Link to comment Share on other sites More sharing options...
Evangela Posted May 13, 2018 Share Posted May 13, 2018 (edited) I'm hoping to avoid restarting my save, because that last save was a solid 10 hours before hand. And I already had to do that once prior. When creating a mod, always test on an old save or a new save, and do not save. Saving bakes a lot of script related things(and OnInits will not re-fire unless the quest is stopped and restarted, etc). And never test on a serious save(main character/file) unless you make a copy of that save. The only thing I see that might be part of the problem is this Stage 0. But to rule out the common case of aliases being the problem, you can set them all to optional, thus the quest will start because it doesn't have to care about aliases, it'll also reveal if any(or all) did not fill. Edited May 13, 2018 by Rasikko Link to comment Share on other sites More sharing options...
colbycolbear Posted May 13, 2018 Author Share Posted May 13, 2018 I'm hoping to avoid restarting my save, because that last save was a solid 10 hours before hand. And I already had to do that once prior. When creating a mod, always test on an old save or a new save, and do not save. Saving bakes a lot of script related things(and OnInits will not re-fire unless the quest is stopped and restarted, etc). And never test on a serious save(main character/file) unless you make a copy of that save. The only thing I see that might be part of the problem is this Stage 0. But to rule out the common case of aliases being the problem, you can set them all to optional, thus the quest will start because it doesn't have to care about aliases, it'll also reveal if any(or all) did not fill. It was the aliases. As soon as I set them all to optional, I could start the quest. Thanks for the advice. Link to comment Share on other sites More sharing options...
werr92 Posted May 13, 2018 Share Posted May 13, 2018 Sorry for late response. Set your aliases to be Allow Reserved as well. Because it seems you use vanilla npcs, it is good thing to mark them this way. Link to comment Share on other sites More sharing options...
Recommended Posts