Tathrin Posted August 22, 2019 Share Posted August 22, 2019 (edited) It's actually not even a quest per se, I just need to enable some additional dialogue after the player walks into a certain room. I had it working briefly, but then I ruined the plugin (and didn't have any old versions backed-up, oh no! fool!) and had to rebuild most of it...and now the second batch of dialogue no longer shows up in the game. The triggerbox is working, according to the messagebox debugger attached to it -- but the dialogue quest that it is supposed to trigger is not. This is the script I'm using: Scriptname SSCSkoomaRoom extends ObjectReference Quest Property DialogueSweetSpotChildSkooma AutoInt RunOnceActor Property PlayerREF AutoEvent OnTriggerEnter(ObjectReference akActionRef)If akActionRef == Game.GetPlayer() ;If RunOnce == 0DialogueSweetSpotChildSkooma.start()Debug.MessageBox("Trigger worked")RunOnce = 1 I don't have any conditions set on the quest to stop it running, I don't have it toggled as requiring an event to start (NONE), and my voice files are in the same folder as the other dialogue quest which is working, and have all been recorded/saved accordingly to make them active. And I'm at a loss. Does anyone know how to properly enable a new quest to start based on a player entering a triggerbox? None of the tutorials I've been able to find have helped, either because they don't apply to what I'm trying to do or because I'm not experienced enough to figure out what they're telling me to do! Any help would be wonderful. The mod is this close to being finished...but I've hit a wall that I just can't get around. Help, please! Edited August 22, 2019 by Tathrin Link to comment Share on other sites More sharing options...
Tathrin Posted August 24, 2019 Author Share Posted August 24, 2019 (edited) This is the mod I'm working with, if that helps anyone figure out what I'm doing wrong: https://www.nexusmods.com/skyrimspecialedition/mods/28372 (I decided the round of dialogue initiated by the triggerbox isn't actually crucial, so I uploaded it anyway. I would still like to get it working if I can though, so any suggestions are very much appreciated still! Thank you!) Edited August 24, 2019 by Tathrin Link to comment Share on other sites More sharing options...
IsharaMeradin Posted August 24, 2019 Share Posted August 24, 2019 A couple tweaks to your script: Scriptname SSCSkoomaRoom extends ObjectReference Quest Property DialogueSweetSpotChildSkooma Auto Actor Property PlayerREF Auto Int RunOnce = 0 Event OnTriggerEnter(ObjectReference akActionRef) If akActionRef == PlayerREF If RunOnce == 0 DialogueSweetSpotChildSkooma.start() Debug.MessageBox("Trigger worked") RunOnce = 1 EndIf EndIf EndEvent 1. You have a property for the player yet you were using Game.GetPlayer(). Replaced Game.GetPlayer() with the property variable. 2. Added the EndIfs and EndEvent. I'm guessing you probably cut them off by accident when copy / pasting. Make sure you fill the properties other wise the script won't know what to work with and nothing will happen. Then test on a new game to make sure there is no lingering data in the save file blocking the recent changes. Also, since the quest contains dialogue you may need to ensure that you have built the SEQ files. Link to comment Share on other sites More sharing options...
Tathrin Posted August 25, 2019 Author Share Posted August 25, 2019 Oh thank you! I will give that a try, I really appreciate it! Link to comment Share on other sites More sharing options...
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