DikaRiddle Posted April 4, 2019 Share Posted April 4, 2019 ... that should enable a Container, when another (vanilla) Quest reached a certain Stage and disable said Container, whensame Quest goes on to the next Stage.I created a new Quest, unchecked the "Run on Start" Box and set 4 Stages: 0 - Start10 - Check for QuestStages and enable20 - Check for QuestStages and disable30 - Stop I used "TheQuestYouBetterNotTouch.GetStageDone(10)" and then "MyContainer.enable/disable()" and pointed the priority to the rightQuest and my Container. CK was fine with it, but in Game nothing happend. I've testet around and reused the same Save (It's the frist save afteryou picked up the PipBoy) and haven't run in any problems there, since I never saved my testing and that save had never seen the Mod. I can't see what's wrong here. Thanks Link to comment Share on other sites More sharing options...
thousande Posted April 5, 2019 Share Posted April 5, 2019 Is MyContainer a quest alias? If so, you have to use eg. MyContainer.GetReference().Enable()Check alias/reference script in the documentation. Link to comment Share on other sites More sharing options...
SKKmods Posted April 5, 2019 Share Posted April 5, 2019 (edited) What event is triggering the function "TheQuestYouBetterNotTouch.GetStageDone(10)" to run ? EDIT: and to repeat the test until the condition is true (or fail & bail) ... Edited April 5, 2019 by SKK50 Link to comment Share on other sites More sharing options...
DikaRiddle Posted April 5, 2019 Author Share Posted April 5, 2019 I know, how it would worked like a charm, but I don't want to touch any vanilla Quest at all.And if I understand right, there isn't a event that triggers my Quest. My Quest should simple check if the vanilla Quest reached the Stages,then do its Stuff and then shut down. And with the QuestAlias and MyContainer.GetReference the compiler complain, that there isn't such a function like "GetReference" oO (Yeah,I made the Quest alias and it's in the properties) Link to comment Share on other sites More sharing options...
SKKmods Posted April 5, 2019 Share Posted April 5, 2019 Your language is slightly incoherent so I am making some inferences and guesses here, but: Unless you have an external trigger, or register a script to receive an actual game event, your quest will just sit there doing nothing forever. Link to comment Share on other sites More sharing options...
DikaRiddle Posted April 5, 2019 Author Share Posted April 5, 2019 Yes, I know and I'm really, really sorry about that, but english isn't my native language, Google translater is not perfect and my brain always froce the german gramma into it. Sorry. And you said something about register, should I add that kind of Script to the Quest? I guess so, but since I thought it would be enough to point my quest to the other Quest and just check the stages, so I better ask Link to comment Share on other sites More sharing options...
SKKmods Posted April 5, 2019 Share Posted April 5, 2019 For a sample start game enabled quest script that checks and waits for another quest stage, look at the first script in this article: https://www.nexusmods.com/fallout4/articles/1038 Link to comment Share on other sites More sharing options...
DikaRiddle Posted April 5, 2019 Author Share Posted April 5, 2019 Finally, I did it :D Still, not sure why the Quest won't start, if the "Run on Start" on the very first Tap is unchecked, butI will figure that out too. But for now it works. Thanks alot, SKK50. And I will definitely look at your link, hopefully I will learn something from that. Link to comment Share on other sites More sharing options...
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