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Helgen Rebuilt Scripting Problems


hfreeman

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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?

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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)

endif

EndEvent

 

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 by steve40
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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?
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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 by gasti89
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