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[LE] Help with a little quest not triggering problem


maxarturo

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Hi everyone.

I have a little problem with my mod that a few players (not many, around 5) had the quest not triggering.

It's a simple quest journal guided with three stages (0 to 40), but whatever i do i can't duplicate the fail start quest (it always triggers), it hasen't custom scripts made i only used the "setstage on read".

And i was wondering if someone expirience could look at it and tell me if it's my fault or is coming from the players part, I'm pretty sure that i've done everything correctly.

Thanks very much in advance !!.


My mod :


00_XMSQuest_001

Edited by maxarturo
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I just gave it a shot on a brand new game with a level 1 character. Running SKSE, USLEEP & Alternate Start: Live Another Life along with the English version of your mod. This allowed me to start in Solitude so that I could quickly get to the dungeon.

 

There was no quest starter text that popped up on screen.

There was no objective text that popped up on screen.

The quest is running (it is start game enabled)

And after reading the journal just inside the doorway it is on stage 10.

 

I believe part of the problem is that the quest is start game enabled. Also, there is no BSA or loose script files with the ESP and the quest stage fragments have ";CODE NOT LOADED" text which is an indicator that there should be a script attached. In fact, TES5Edit indicates that there should be a quest fragment script called: QF_00_XMSQuest_001_030D5F26

 

I believe that if you include that script it would at least behave the way you are experiencing it in your game.

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I just gave it a shot on a brand new game with a level 1 character. Running SKSE, USLEEP & Alternate Start: Live Another Life along with the English version of your mod. This allowed me to start in Solitude so that I could quickly get to the dungeon.

 

There was no quest starter text that popped up on screen.

There was no objective text that popped up on screen.

The quest is running (it is start game enabled)

And after reading the journal just inside the doorway it is on stage 10.

 

I believe part of the problem is that the quest is start game enabled. Also, there is no BSA or loose script files with the ESP and the quest stage fragments have ";CODE NOT LOADED" text which is an indicator that there should be a script attached. In fact, TES5Edit indicates that there should be a quest fragment script called: QF_00_XMSQuest_001_030D5F26

 

I believe that if you include that script it would at least behave the way you are experiencing it in your game.

Wait now i'm confused...
- I'm using a Skyrim default script "setstage on read", isn't this saved in the esp ?.
And if so why only a few players had this issue ?
- Or do i need to rename the "setstage on read" (make new) and include that pex with my esp ?.
Thanks a lot for your respond !!
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You are using some default scripts on the journals themselves. That is not the issue. The issue is that you have used some code on the quest stage fragments themselves and did not include the script associated with that.

 

Some information:

When adding code to the quest stage fragment boxes, the Creation Kit creates a new script where each stage fragment is its own function. The game engine is hard coded to run those functions whenever SetStage is called. As a result, for your quest to do everything you intend you need to include that script.

 

Unlike Oblivion and Morrowind, scripts do not get saved in the ESP file. They are read from a BSA or from loose files. That means any custom script, including automatically created ones by the Creation Kit, need to be packed and shared with the ESP file.

 

For your mod, from what I can tell, you need to provide your users with the following:

Xam Maximus.esp

Scripts > QF_00_XMSQuest_001_030D5F26.pex

Scripts > Source > QF_00_XMSQuest_001_030D5F26.psc

 

Technically, the PSC file is not necessary for the game but would be helpful for users who want to read what your script actually does.

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As far as why only a few have the issue... Probably only a few bothered to report it. Some probably thought that it was intended to not show any on screen text and be solely handled by the journals / notes / books rather than having actual quest journal entries. It is also possible that some haven't reached the point of playing the mod yet. Cannot really say why only a handful reported the issue and others did not.

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You are using some default scripts on the journals themselves. That is not the issue. The issue is that you have used some code on the quest stage fragments themselves and did not include the script associated with that.

 

Some information:

When adding code to the quest stage fragment boxes, the Creation Kit creates a new script where each stage fragment is its own function. The game engine is hard coded to run those functions whenever SetStage is called. As a result, for your quest to do everything you intend you need to include that script.

 

Unlike Oblivion and Morrowind, scripts do not get saved in the ESP file. They are read from a BSA or from loose files. That means any custom script, including automatically created ones by the Creation Kit, need to be packed and shared with the ESP file.

 

For your mod, from what I can tell, you need to provide your users with the following:

Xam Maximus.esp

Scripts > QF_00_XMSQuest_001_030D5F26.pex

Scripts > Source > QF_00_XMSQuest_001_030D5F26.psc

 

Technically, the PSC file is not necessary for the game but would be helpful for users who want to read what your script actually does.

Thank you so... so...SO MUCH !!
Live to learn, as the Greeks say.
* One last question if i'm not bothering you too much:
If i make a custom script does the Creation Kit automatically create one too (for the quest stage fragments) like with the default Skyrim scripts i used in this mod ?.
* And from what i understand, it's better to make all your scripts custom to avoid issues like this, am i right ?.
Edited by maxarturo
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If you have a quest with quest stage fragments the CK will create a custom script for it. As a tip can I suggest in the CK preferences (in the script Tab) you set a prefix for your mods scripts; the CK will then append this prefix to the name of all the scripts it creates for your mod. Makes it easier to find them otherwises they all begin with QF or TF and are lost amongst the mass of vanilla scripts.

 

There is no problem with using vanilla scripts if they do the job you want.

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If you have a quest with quest stage fragments the CK will create a custom script for it. As a tip can I suggest in the CK preferences (in the script Tab) you set a prefix for your mods scripts; the CK will then append this prefix to the name of all the scripts it creates for your mod. Makes it easier to find them otherwises they all begin with QF or TF and are lost amongst the mass of vanilla scripts.

 

There is no problem with using vanilla scripts if they do the job you want.

That's an awesome TIP, and very helpful for my next mod, sequel.
Thanks a lot agerweb !!
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I saw you added the script to your download. I gave it a shot. Added SkyUI and Racemenu to the mod list just for easier time in the menus. Anyway, went in at level 1 and stopped at level 5 when I hit a room with bars preventing going forward. Had no idea how to continue from there. Anyway, got the quest notifications on screen, had the journal entry. Only two issues I noticed, first there were a couple of tankards that were called TestJeffLTankard (I cannot remember which room it was). The other is that for my low level some of the loot I came across was probably too powerful. But then I suspect you designed the mod to be played after the player had gotten tired of the rest of the game. Thus your target player is probably much higher in level.

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I saw you added the script to your download. I gave it a shot. Added SkyUI and Racemenu to the mod list just for easier time in the menus. Anyway, went in at level 1 and stopped at level 5 when I hit a room with bars preventing going forward. Had no idea how to continue from there. Anyway, got the quest notifications on screen, had the journal entry. Only two issues I noticed, first there were a couple of tankards that were called TestJeffLTankard (I cannot remember which room it was). The other is that for my low level some of the loot I came across was probably too powerful. But then I suspect you designed the mod to be played after the player had gotten tired of the rest of the game. Thus your target player is probably much higher in level.

Thank you very much for checking it ! and as you guess it, it's made for mid level and up characters.
As for "TestJeffLTankard" is an items which either cannot be seen or equipped by the player or which exist only in the Creation Kit and cannot be obtained. I was planning on doing something in the begginig of the mod's creation, but then i change my mind and forgot to remove them. They have no effect in the game.
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