kane4355 Posted June 11, 2012 Author Share Posted June 11, 2012 ok this is interesting and could lead to why its not working. so i tested it out in game with a redone questline, from scratch. redid some of the scripts too! anyways, i went into the game and checked the stage level, it was set to 0. when i slept in a bed (utilized the frozenhearth in bed) nothing happened. but when i checked the stage, it was set to 10. i checked the quest log and there were no active quests. so i consoled and set the stage to 20 - and it popped up! quest started and even the object to read the book appeared. so for some reason, even though the stage is being set, its not working properly. but now i have a tangible lead for a problem. Link to comment Share on other sites More sharing options...
gasti89 Posted June 11, 2012 Share Posted June 11, 2012 I think this happens because there's no objective attached to the stage 10. If you notice, everytime a quests starts you get an objective, wich makes sense, since usually the quest info tells what happened, while the objective is a short "what i have to do". Try putting a objective with index 10, let's say "Locate the place saw in the dream". You can give no target, so nothing will change, will just be something more in the quest journal. I'm almost sure this will make the quest pop up. Also remember to write SetObjectiveCompleted(10) in the stage 20! Link to comment Share on other sites More sharing options...
kane4355 Posted June 11, 2012 Author Share Posted June 11, 2012 i figured it out. everything works now from start to finish. and yes it was an objective. i just tested it before you made ur post. even though there is no persay objective to find, i still needed an objective set in order to display, in order for the fragment script to work. wahaha! i gots it now i can get this ball rolling. thank you for your help, and i may need more in the future as i am a noob as you can see :P Link to comment Share on other sites More sharing options...
kane4355 Posted June 11, 2012 Author Share Posted June 11, 2012 I think this happens because there's no objective attached to the stage 10. If you notice, everytime a quests starts you get an objective, wich makes sense, since usually the quest info tells what happened, while the objective is a short "what i have to do". Try putting a objective with index 10, let's say "Locate the place saw in the dream". You can give no target, so nothing will change, will just be something more in the quest journal. I'm almost sure this will make the quest pop up. Also remember to write SetObjectiveCompleted(10) in the stage 20! haha i just tested this out and got it working. just as i closed the game i saw ur post. yes it was the objective you are talking about. also, what significance does the setobjective completed make on stage 20? it worked without it... or does it cause a hiccup? i tested it in game and the quest worked just as it was supposed to from start to finish. Link to comment Share on other sites More sharing options...
gasti89 Posted June 11, 2012 Share Posted June 11, 2012 (edited) Glad to know it finally worked ;) One last suggestion: i suggest you to uncheck "shutdown stage" on the last stage, and instead put Stop() as the last line of the stage's fragment. This will definitely stop the quest, otherwise (even if completed) the quest will still run (so the book aliases will still be there). Also, from what i've read in the CKwiki, the "next quest" dropdown isn't used from the game atm. EDIT: SetObjectiveCompleted just sets the Objective 10 to "completed" in the journal. It's a bit weird to reach the location told by the quest and still have the task to find the location ;) Edited June 11, 2012 by gasti89 Link to comment Share on other sites More sharing options...
kane4355 Posted June 13, 2012 Author Share Posted June 13, 2012 i have a question and its a bit off topic but, how can i create a script that locks/unlocks a door? lets say based on whether a quest stage is met? Link to comment Share on other sites More sharing options...
gasti89 Posted June 13, 2012 Share Posted June 13, 2012 http://www.creationkit.com/Lock_-_ObjectReference It's used both for lock and unlock, setting the 1st parameter as true or false. Put it on the quest stage fragment you want. Remember to set the property for the door before. Link to comment Share on other sites More sharing options...
kane4355 Posted June 14, 2012 Author Share Posted June 14, 2012 thank you. i am hoping this works well. i put it in the fragment code under the quest stage and then defined the object to unlock. so my fragment for stage 30 looks like this: PrivateDoor.Lock(false, true) SetObjectiveCompleted(22) SetObjectiveDisplayed(30) according to what you sent me that should unlock the door that is already locked. i set the door to only be able to open with a key. Also, was wondering if you could also help with this issue i am having. trying to create a script (or use an old one) to detect the death of draugr and advance the quest for it. the info for it is here: http://forums.nexusmods.com/index.php?/topic/700340-quest-script-to-monitor-draugr-death/page__p__5554095__fromsearch__1#entry5554095 if you could hep or at least steer me where to look to get the answer. Link to comment Share on other sites More sharing options...
kane4355 Posted August 9, 2012 Author Share Posted August 9, 2012 Here is the mod uploaded: http://skyrim.nexusmods.com/mods/22020/ endorse it if you like it :) Link to comment Share on other sites More sharing options...
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