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very unusual problem


dfac364

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Im trying to make a relatively simple quest to introduce a new sword and shield ive been working on for awhile but ive hit a snag, for some reason the quest aliases arent working right, ive done succesful quests before so i know that can happen if im not working off of a clean save or if the aliases are out of order or not filled but ive checked all of that over and over ive even deactivated all other mods for the purpose of testing. basically what happens is i activate the quest and i get the message box that im supposed to but no map markers, regardless i go into the ruins and search the body of an adventurer for the book that continues the quest thats supposed to be created in there by a book alias but there is none, however i know that the quest is running because if i ignore that and keep going one of the actors shows up for his forcegreet that is conditional on a certain stage of the quest, but at the same time when i progress to the next stage the fragment for that stage isnt enabling the actors that its supposed to, basically i activate a shrine that has a script built directly on it not on its alias and that script teleports me and sets the stage to where i am supposed to be forcegreeted by a final actor but for some reason he isnt being enabled. any ideas at all would be greatly appreciated, as ive never even heard of aliased objects not being created im completely lost on that front and i cant seem to find anything about it, also on a side note if anyone knows how to make a quest start when ever the game starts (kind of like how the oblivion DLCs did) that would be amazing
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Quests are still a chimera for modders. It's reported that sometimes may happen something like you just explained. The only suggestion (since it seems everything you did is good), is checking all your scripts (and maybe recompile them). A few suggestions that you might or might not know:

 

- don't edit sources for vanilla scripts (usually default ones). never. Copy the text and create a new script

 

- always rename dialogue fragments. While quest fragments retain some of the EdID in the script name, dialogue are only TIFxxxxx. So if you download a mod with the same script name, yours will be overwritten.

 

- Give your scripts very personal names for the above reason.

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