BlixoWW Posted April 24, 2020 Author Share Posted April 24, 2020 (edited) It is working I run a from a blank save. I make a new save and load it and I can have my dialogues Edited April 24, 2020 by BlixoWW Link to comment Share on other sites More sharing options...
BlixoWW Posted April 24, 2020 Author Share Posted April 24, 2020 I still dont know why but my quest with ysolda does not work. I started the dialogue within the quest DialogueWhiterun and the ysolda topic. I did the first part of my quest there. after the dial line i use the script fragment: Myquest.setstage(10) --> stage 10 is the starting stage of my quest. So I see the objective and the quest apear. It says: go talk to Jack (a custom npc) And I go to jack but the dialogue I expect to see doesn"t show Link to comment Share on other sites More sharing options...
agerweb Posted April 24, 2020 Share Posted April 24, 2020 Two things:In Jack's Edit Response will his sound files play - double click on it?And is Jack's first line dialogue condition MyQuest = 10? Link to comment Share on other sites More sharing options...
BlixoWW Posted April 24, 2020 Author Share Posted April 24, 2020 Two things:In Jack's Edit Response will his sound files play - double click on it?And is Jack's first line dialogue condition MyQuest = 10? I fixed the problem ! I am redoing the quest entierly step by step and for the moment it works ysolda send me to talk to jack and jack answer correctly. I will keep you in touch if I have other problems. Thank you very much you really helped me ! Link to comment Share on other sites More sharing options...
BlixoWW Posted April 25, 2020 Author Share Posted April 25, 2020 Hi everyone, I stille have a problem on making my objective corectly I make an objective in the quest window, in game the objective and the quest show with the fragment: setobjectivedisplayed(10) I want to target a npc on the map. I created an alias with unique actor: JACK, and I dont understand why jack is not pointed on the map to show the objective location. I think I make mistakes, do you know what I need to to to make things work ? =) Thank you very much !!! Link to comment Share on other sites More sharing options...
agerweb Posted April 26, 2020 Share Posted April 26, 2020 I have noticed that sometimes just adding the Alias Actor to the Objective as a target actor doesn't work on its own; but if you add a condition it then works. Obviously the condition needs to be something that is going to be true, so use the stage you know the quest is going to be at or greater than. Link to comment Share on other sites More sharing options...
BlixoWW Posted April 26, 2020 Author Share Posted April 26, 2020 Yes thx I succeeded now I have all my objective ! it's perfect. just another litle thing do you know how to pack up all you file to make your .rar mod file ? Link to comment Share on other sites More sharing options...
agerweb Posted April 26, 2020 Share Posted April 26, 2020 I tend to start with the esp and make an archive of it (I use .zip rather than rar but either will do). I also have a folder on my hardrive for my individual mods with Scripts, Meshes and Textures folder in it. You may not have meshes or textures but you will have scripts, put all the scripts in the Scripts folder, then open your newly created archive file and drop your Scripts folder in it. Same applies to custom meshes and textures if you used any. Link to comment Share on other sites More sharing options...
BlixoWW Posted April 27, 2020 Author Share Posted April 27, 2020 Okay thank you I understang all of it =) But i think I have the answer but I will ask you: I was thinking about somthing what is included inside the esp file ? I know that voices, scripts and meshes are in dedicated folders. But what about all my custom npc, dialogue, quests and the objects I placed in the game. Are they referenced in my esp file ? Link to comment Share on other sites More sharing options...
agerweb Posted April 27, 2020 Share Posted April 27, 2020 Yes all that stuff is held inside the esp; what you have to worry about is those things inside the esp that reference things outside in the dedicated folders, they all have to be included with your mod. Often forgotten (at least by me!) is all the scripts. What the inside of you zip should look like, is something like this: MyNewMod.espMeshes\<whatever>Textures\<whatever>Sound\Voices\MyNewMod.esp\<whatever>Scripts\<whatever>Seq\MyNewMod.seq Link to comment Share on other sites More sharing options...
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