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[LE] My PlayerAlias script doesn't seem to be working


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Each time you make a change to a quest whether it be adding aliases, modifying scripts or whatever always and I mean always start from a fresh save that has never seen the mod in question before. Why? Once a quest is loaded into memory it tends to refuse to accept changes. Otherwise, if you can safely stop the quest and restart the quest, then the new changes should be included as whenever a quest is started it pulls all its information fresh.

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Each time you make a change to a quest whether it be adding aliases, modifying scripts or whatever always and I mean always start from a fresh save that has never seen the mod in question before. Why? Once a quest is loaded into memory it tends to refuse to accept changes. Otherwise, if you can safely stop the quest and restart the quest, then the new changes should be included as whenever a quest is started it pulls all its information fresh.

Also this.

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If the quest is starting, are you sure the player alias is being filled? There's a reason I suggested the sqv console command; it provides a lot of very valuable data on a quest's state -- stage, whether it's running, what's in each alias, that sort of thing. And apologies if I'm harping on this a bit, but I don't want to try and debug code (especially ReDragon's, whose style is very different from my own) without eliminating things that could simply keep it from running at all. Related to this, are you testing on a fresh save?

I just checked sqv console command for the quest and the playeralias did get filled correctly (ie. filled with playerref 00000014).

 

Hello, I've also had some problems with getting a player alias script to work in the past. I've found, if your quest has more than one alias, it can cause problems with your player alias for some reason. If you're using an MCM, try putting your script the MCM playerAlias, or, create a completely new quest and have the only thing that's on the quest be the player alias.

If i'm not mistaken, i stumbled into a mod or more which has(ve) more than a single alias in a quest, and it seemed that they work. But not sure if that's really the case.

But i wonder where should i put my playeralias in my mcm script? Because my mcm script doesn't have any function that needs the alias. But your idea of making another quest for the alias sounds like a good idea. Thanks, i may try it.

 

Each time you make a change to a quest whether it be adding aliases, modifying scripts or whatever always and I mean always start from a fresh save that has never seen the mod in question before. Why? Once a quest is loaded into memory it tends to refuse to accept changes. Otherwise, if you can safely stop the quest and restart the quest, then the new changes should be included as whenever a quest is started it pulls all its information fresh.

I see. So either i need to start a new game or try to restart my quest?

I'll see what i can do. Thanks for the information.

 

Edit: Oh, i also want to inform you that i used FallrimTools to clean my save files due to the change in some scripts (they left some unattached instances in my save files, so i removed them using that tool several times; before removing them, some of my save files wouldn't load at all). Just want to tell you if this could be used to mitigate my condition of not using a fresh save after tweaking several things in the quest and alias.

Edited by qwertypol012
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But i wonder where should i put my playeralias in my mcm script? Because my mcm script doesn't have any function that needs the alias.

 

 

Every MCM quest is supposed to have a player alias on it per the guidelines, with the SKI_PlayerLoadGameAlias script attached to it. I'm saying also attach your player alias script to it. I've done it before and it's worked for me.

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But i wonder where should i put my playeralias in my mcm script? Because my mcm script doesn't have any function that needs the alias.

 

 

Every MCM quest is supposed to have a player alias on it per the guidelines, with the SKI_PlayerLoadGameAlias script attached to it. I'm saying also attach your player alias script to it. I've done it before and it's worked for me.

 

 

You can do that, but personally I prefer to have my MCM stuff hived off in an entirely separate quest.

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