hfreeman Posted May 15, 2012 Author Share Posted May 15, 2012 Wait, the NPC doesn't care with the thing you listed before. So you have to first localize the problem. Can you describe your second quest, and how it's started? (through the manager, start game enabled or by calling Start()/SetStage()? It's started by speaking to a character enabled by an undocumented quest (which acts only as an enable quest for the start character) between the 1st and 2nd quests. The character you have to return the amulet to in the 1st quest is reused in the second quest for a number of things. Therefore, the character is an alias for the second quest. In the game, during the first quest, the 'return the amulet' part can be enabled using the console and after this the quest continues normally. The script is attached to the actual amulet. Should it not be like that? Link to comment Share on other sites More sharing options...
hfreeman Posted May 15, 2012 Author Share Posted May 15, 2012 The script is attached to the actual amulet. Should it not be attached to the actual amulet? Link to comment Share on other sites More sharing options...
gasti89 Posted May 15, 2012 Share Posted May 15, 2012 Uhm, i don't know then... Try deleting the script on the amulet and attaching the script on the alias instead (remember to change the "extends" part, cause now it extends AliasRef) Link to comment Share on other sites More sharing options...
hfreeman Posted May 15, 2012 Author Share Posted May 15, 2012 I suppose I could make the first quest use a duplicate of the character used in the second quest. Then the duplicate can simply be disabled and the original enabled. Link to comment Share on other sites More sharing options...
gasti89 Posted May 15, 2012 Share Posted May 15, 2012 Yes you could but it's a waste of time and space. Aliases are designed for this reason. Have you tried deleting (with a backup) the 2nd quest a seeing if the 1st works? Link to comment Share on other sites More sharing options...
hfreeman Posted May 15, 2012 Author Share Posted May 15, 2012 Not yet, no. Link to comment Share on other sites More sharing options...
steve40 Posted May 16, 2012 Share Posted May 16, 2012 (edited) I have run into a problem with creating the Helgen Rebuilt mod. In the first quest, I used the script: Event OnContainerChanged(ObjectReference newContainer, ObjectReference oldContainer) if (newContainer == Game.GetPlayer()) Amulet.SetObjectivedisplayed(30) Amulet.SetStage(30) endifEndEvent on an amulet where the word 'Amulet' was the property that affects the quest. After editing the second quest in the mod which does not affect the first quest other than using one of the same NPCs, the first quest suddenly ground to a halt when the player collects the amulet. The quest would not progress making its completion impossible. If anyone knows an alternative script I could use or what may have gone wrong, please could you tell me. Thank you. Edit: I played the game and checked the quest stage in the console and it said 'Missing Parameter,Quest'. This may or may not be helpful. Just checking something here: you should call SetStage(30) on your quest, therefore the property "Amulet" must be a Quest Property pointing to your Quest Form, not to the amulet's form. You didn't do it the other way around, right??? Because basically, if you can set the stage via the console, then I don't see why it wouldn't work in the script unless the property is pointing to the wrong form. Edited May 16, 2012 by steve40 Link to comment Share on other sites More sharing options...
hfreeman Posted May 16, 2012 Author Share Posted May 16, 2012 I'm pretty sure the property points at the quest. It has worked in the past but just suddenly stopped working, an I am assuming there is something wrong with the 'collect the amulet' part as the rest of the quest works fine. When you set the stage to 30 in the console, it even brings up a quest marker for the character you are to return to, as it did before. Is there a possibility that the creation kit is failing to compile the script properly, despite saying that is had compiled? Link to comment Share on other sites More sharing options...
gasti89 Posted May 16, 2012 Share Posted May 16, 2012 (edited) The issue must be something between the jump from 20 to 30. So it could be the amulet, the script or the stage 20. Try deleting the amulet and recreating it, then attach the script again. Also, have you checked your data/scripts folder? Maybe you lost the compiled script and you just have the source. Edited May 16, 2012 by gasti89 Link to comment Share on other sites More sharing options...
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