greyday01 Posted May 24, 2018 Share Posted May 24, 2018 I have only one short and simple quest in my mod. It is start game enabled run once quest and I only put in one alias the player, so I could add a note to the player's inventory at the start of the game. Reading the note starts the quest. I did not use other aliases. Just scripts on the note, and on a few trigger boxes that directly enable or disable items and set the next stage of the quest. It all works just fine, things are enabled or disabled when they should be. The proper quest stage messages show. But when I checked for errors with TES5 it gave a half dozen or so unfilled alias messages. I don't really understand how the quest process or aliases work so I wanted to use it as little as I could get away with. Will using scripts directly on editor objects instead of on aliases cause problems? Link to comment Share on other sites More sharing options...
FrankFamily Posted May 24, 2018 Share Posted May 24, 2018 Regarding the last question, if the form is new and unique it's fine, don't add script to vanilla forms for example. Not that it would cause any problem per se, just that a script on a form will of course affect every instance of the object, an alias only the reference it points to. Not sure why you'd get errors if there is only one alias and it must be filled because is there, right? Link to comment Share on other sites More sharing options...
TheWormpie Posted May 25, 2018 Share Posted May 25, 2018 If everything works fine in-game, it doesn't matter much if TES5Edit or the CK throws errors at you, does it? Anyway, you can check if your aliases fill properly by using the SQV console command in-game. Also, remember to generate an SEQ file for your quest, especially when it's a Start Game Enabled quest. You can upload a screenshot of your alias, if you want us to have a look at it :) Link to comment Share on other sites More sharing options...
Evangela Posted May 25, 2018 Share Posted May 25, 2018 There's a reason why TES5Edit is still considered experimental. Nobody truly has the whole game figured out - a product of Bethesda taking an old engine, messing around with it, and then renaming it to something else like we wouldn't notice the difference. Link to comment Share on other sites More sharing options...
foamyesque Posted May 25, 2018 Share Posted May 25, 2018 Silly question, but are you sure it's your quest that's throwing the errors? Link to comment Share on other sites More sharing options...
greyday01 Posted May 26, 2018 Author Share Posted May 26, 2018 Yes it lists the items that I added scripts to in the editor to advance the quest like the note I created that starts the quest when read and the trigger boxes that move things to the next stage when entered. I guess I won't worry about it as long as everything works. I was just concerned because I don't truly understand how things work under the hood and I didn't want to create problems in people's games. A side question. How do you get a jpeg image from your desktop into one of these topic boxes?I searched but I didn't understand the explanation. Link to comment Share on other sites More sharing options...
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