Niborino9409 Posted March 19, 2019 Share Posted March 19, 2019 (edited) Hi, I am trying to add a new npc into my-pre exising(and working) quests. It is not going well, when in-game, the quest can't load the scripts even though they are in there when I check in the CK. I have the scripts in the correct folders and everything, that part hasn't changed. Only thing I have done is to add another GetIsID to my quest. There are 2 now if that matters, before there was only one. I can't find any info on how to fix this issue. :confused: Edited March 19, 2019 by Niborino9409 Link to comment Share on other sites More sharing options...
IsharaMeradin Posted March 19, 2019 Share Posted March 19, 2019 Are you testing on a new game or clean save? By clean save I mean one that has not seen the mod in question. Reason I ask is that once a quest is loaded everything is stored into memory and most changes made to that quest will not take affect. However, testing on a new game or clean save will allow such changes to take affect. Link to comment Share on other sites More sharing options...
Niborino9409 Posted March 19, 2019 Author Share Posted March 19, 2019 Yeah, I've thought about that, I coc WhiterunDragonsreach from the main menu. Or is it better to start anew properly? Link to comment Share on other sites More sharing options...
IsharaMeradin Posted March 19, 2019 Share Posted March 19, 2019 If your quest is not dependent upon completion of any of the normal startup process then you can safely use COC at the main menu to teleport to a nearby cell. Otherwise you would need to start a completely new game to ensure that your mod's requirements are met in order for it to start properly. Link to comment Share on other sites More sharing options...
Niborino9409 Posted March 19, 2019 Author Share Posted March 19, 2019 It starts when the game starts, extra dialogue appears after Dragon Rising but there is one that should appear regardless. Maybe it is the conditions. Link to comment Share on other sites More sharing options...
Niborino9409 Posted March 19, 2019 Author Share Posted March 19, 2019 (edited) I redid the new esp and only put a condition in one quest and one dialogue line, that stopped the quest from firing on both npcs that should say the dialogue in the quest. When I removed the condition the npc who originally had the quest functions again. If I put in the condition for the other one it breaks for both. So seems like it's the conditions :) Edit: after tweaking they fire. Now I just gotta figure out which ones to use. Edited March 19, 2019 by Niborino9409 Link to comment Share on other sites More sharing options...
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