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JWGamimg75

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I'm running out of hair, not that I had much to begin with really.

 

I'm trying to setup a quest and I can't get it to work. I'm going to share a link below if anyone is interested in trying out this mod and seeing what I'm needing to do to get it working. It's a pretty basic quest, probably laughably simple. Any help would be appreciated.

 

https://drive.google.com/drive/folders/19KddRSV2XZKkipJfKw9G8bhxJ_Co2RvC?usp=sharing

 

Basically, this is what's to happen:

1) Startup quest called The Dragonfang Bow and it tell you to go to Autumn Watch Tower

2) There's a trigger box near the entrance and a marker appears and when the player enters, the next stage fires

3) Once you arrive at the marker in AWT you are directed to go to a chest located at the top, near the rear left-side (facing) of the Word Wall.

4) Once you reach the chest (a trigger box surrounds the chest and when the player reaches it it will trigger a setstage to the next stage). You are then told to kill the dragon that has the key to open the chest.

 

Everything works up until below

 

5) What's not working -- I want the dragon to have the key in their inventory, this works actually BUT when it dies OR when the key is in your inventory, I want the stage to set to the next stage -- telling the player to go back to the chest, unlock it with the key, and acquire the bow -- once the bow has been acquired by the player I want the quest to end. I have aliases referenced to the chest, the key, the dragon, and the bow. I also have the default-setstage-aliasref scripts attached to the alias of the key and the alias of the bow, and default-set-stage-ondeath-aliasref attached to alias pointing to the dragon at this tower.

 

None of these scripts for aliases are not firing -- a chose to put the setstage scripts to the aliases instead of the actual refs or base objects because I thought that was common practice.

 

When I have the key, nothing happens. I can open the chest and acquire the bow but the quest doesn't end either.

Like I said -- feel free to download and take a look at it, change it to where it works or give me some input. It was meant to be fun and kind of a learning exercise for me but it's become a stress.

 

Thanks for any help!

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Make sure you test your mod on a clean game i.e. one that has not seen the mod you are working on before. This prevents the quest data from getting baked into the save file and preventing any changes from showing up.

 

Put a script on your key (can be an alias on your quest). Use the OnContainerChanged event. Set the stage as needed when the player inventory is the container receiving the key.

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  • 3 weeks later...

BTW I got this working -- I should have remembered about the clean game. I actually did a clean save -- deactivated the mod, saved the game without the mod active and then activated the mod, reopened the last game save and the quest worked like a charm. I had also placed the key in the inventory of the alias (in this case it was kept inside a dragon) and the bow in the alias inventory, a chest. Anyways, much thanks for the input and the help! Much appreciated :)

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