QaxeIsKaze Posted December 24, 2012 Share Posted December 24, 2012 (edited) My quest SHOULD begin when picking up and reading a letter that is lying on the ground. The quest doesn't start however. 0 10 SetObjectiveDisplayed(10) Alias_Clue2.GetRef().Enable() Alias_Clue3.GetRef().Enable() Alias_Clue4.GetRef().Enable() Alias_Clue5.GetRef().Enable() Alias_wall.GetRef().Disable() 20 SetObjectiveCompleted(10) SetObjectiveDisplayed(20) 30 SetObjectiveCompleted(20) SetObjectiveDisplayed(30) 40 setObjectiveCompleted(30) setObjectiveDisplayed(40) Game.GetPlayer().AddtoFaction(Guardians) 50 setObjectiveCompleted(40) setObjectiveDisplayed(50) 60 SetObjectiveCompleted(50) Alias_Marion.GetRef().Disable() Objectives10 (some text displayed)20 (some text displayed) Target Alias: Clue2 (another letter)30 (some text displayed) Target Alias: Clue4 (another letter)40 (some text displayed) Target Alias: Entrance to location where Boss is50 (some text displayed) Target Alias: Boss My aliases include 5 letters, 1 wall, a boss npc, an auto-load cave type door, a dead npc. I added 1 alias via the "Properties" window under Quest Stages, for the faction I want the player to get into. As you can see in the stages, in order to keep the player from getting ahead of the quest and killing the "boss" before the quest even begins, I've set the quest up so that 4 of the clue letters won't enable until the quest starts, and a wall should be disabled, allowing the player to enter a previously unreachable area. After the quest is over, the dead-body will be disabled. Some of my aliases use scripts to advance the quest. 3 of the letters are used to set stages, each of them use the "DefaultSetstageOnPlayerAcquire" and "DefaultOnReadSetQuestStage" to advance the quest. Each of the letter aliases that the player "needs" to read are marked "Optional" and "Stores Text" The first letter is on the floor in one of my cells, so it's not with a courier or anything like that. The Entrance to the Boss area uses this script: Scriptname FrostbiteGroveEntryScript extends ReferenceAlias Event OnActivate(ObjectReference akActivator) if (akActivator == game.GetPlayer() && GetOwningQuest().GetStage() < 50 && GetOwningQuest().GetStage() >= 40) GetOwningQuest().SetStage(50) endif EndEvent The "Boss" alias uses the DefaultSetStageOnDeathRefAlias script. And the actual Boss actor file contains a DefaultCounterIncrementOfDeath script. So what am I missing? I've tried this exact process several times now, thinking I've missed something. Used up a good 20 hours too, with nothing but "Duh?" to show for it. Everything looks right to me, and compiling goes through with no errors. But, when I pick up the first letter the quest does not start.I CAN advance the quest with the console, but the items I set as "initially disabled" are not being enabled by the quest. Edited December 24, 2012 by Ahondara Link to comment Share on other sites More sharing options...
QaxeIsKaze Posted December 24, 2012 Author Share Posted December 24, 2012 I went through rebuilding the quest stage by stage, checking in game with every edit, watching how it ran fine until I added the scripts for the setstage trigger box I was using, and for the death of the "Boss". I changed the scripts and everything works awesome. I rule. Link to comment Share on other sites More sharing options...
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