Kit314 Posted April 12, 2020 Share Posted April 12, 2020 I am working on my first mod. It has definitely been a learning experience. I have worked my way through a lot of issues (like the painful dialogue system). However now I've hit another issue. One that I can't seem to figure a solution out for. I can't seem to get quest markers to show up for my quest. The quest works as intended. I can complete the finished parts of the quest no problems, so that isn't the issue. The issue is that I know where the stuff is, a player wouldn't necessarily know so I want to add quest markers. However I can not, for the life of me, figure out how to get them working. If anyone can offer some guidance that would be great. Below is some more information about my setup: Quest launches from Dialogue in a cell I have created.First part of the quest is a fetch quest where the target (a key) is in the Dugout Inn sitting on the table (not in a container). (I have watched Seddon's Tutorial for unique fetch quests but he puts his item in a container, which I do not want to do so I'm not sure what steps I should or should not be following)I have provided a screenshot of the quest objective, as well as the alias for the key (as I believe that is where my issue is probably from). I wouldn't necessarily be against having the quest point to the Dugout Inn and then NOT point to the key (so the player actually has to search for it), however I still want to know how this to works because eventually I would like to be able to create quest markers that lead directly to a target. Any guidance or suggestions are welcome. Link to comment Share on other sites More sharing options...
Zorkaz Posted April 13, 2020 Share Posted April 13, 2020 You'd also have to use a script command. In your current quest stage use "AdealMain.SetObjectivedisplayer(20)" Also sometimes it helps to flag the quest marker as "optional" Link to comment Share on other sites More sharing options...
Kit314 Posted April 17, 2020 Author Share Posted April 17, 2020 (edited) You'd also have to use a script command. In your current quest stage use "AdealMain.SetObjectivedisplayer(20)" Also sometimes it helps to flag the quest marker as "optional"I am assuming you mean "adealmain.setobjectivedisplayed(20)" not "adealmain.setobjectivedisplayer(20)" which I've done, and unfortunately it still doesn't seem to want to work correctly. I really don't know what is going on with it. SOME of my quest markers are working, others are not. I can't seem to find what the difference between the working ones and non-working ones are, other than the only ones working seem to be ones that reference aliases that are unique actors as opposed to items. Edit: I also tried marking the quest marker as optional, and that didn't seem to change anything either. :( Edited April 17, 2020 by Kit314 Link to comment Share on other sites More sharing options...
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