Hellscreamy Posted February 24, 2013 Share Posted February 24, 2013 I am trying to create quests for a mod I’m working on together with someone else. They are easy gathering and kill quests I’ll create before starting on some more complex forms with scenes and large setpieces. I've already created some working quests before, but they stopped working for some reason, either because it misses scripts or because we merged the file.Now I’m trying to create similar quests as before, but now they no longer seem to work. This isn’t the bug which is solved by reloading the save and both of us have tried to get them started. These are the problems I’m facing: 1) Quests won’t startThe quests I have are all Start Game Enabled with dialogue checking whether it is the correct npc and if the stage is still correct. I have done the exact same setup as the Bethesda quest-tutorial ( http://www.creationkit.com/Bethesda_Tutorial_Planning_the_Quest ), yet for me it doesn’t work. The stages are 0, 10, 20, 200, 250The dialogue only shows up when the stage is below 10 and the ID of the speaker is correct. 2) Items aren’t counted, variables show up as [...]/[...]This happens in the same quest, I’ve used the exact same code as the Ivarstead quest about bear pelts. I’ve setup the global and quest variables exactly like the Ivarstead quest. 3) Guards will not arrest me and send me to jail.This problem is somehow only happening to me and not for others testing the mod. When I’m apprehended by a guard and given the 3 options, the goto jail version just sends me into a recursion of the dialogue (“What is the problem?”). Below you’ll see my stage setup, scripts and dialogue setup. I hope this will make everything clear. STAGES:Stage 0: (Start Up Stage) Stage 10:SetObjectiveDisplayed(10)pQuestScript.ObjectsCounted() Stage 20:SetObjectiveCompleted(10)SetObjectiveDisplayed(20) Stage 200: (Complete Quest)SetObjectiveCompleted(20)SetObjectiveDisplayed(200)pQuestScript.EndSwap()Stop() Stage 250:FailAllObjectives()Stop() OBJECTIVES: Stage 10:<Global={ObjectsCurrent}>/<Global={ObjectsTotal}> ;Set as 0/8 at the start Stage 20:Return to Questgiver ALIAS:QuestgiverAliasRewardAliasObjectAlias DIALOGUE:QuestViewBranchStart – MeetingTopic - > Accept/Decline Stage < 10, ID = QuestgiverBranchComplete – Goodbye Stage == 30, ID = QuestgiverAdditem(gold), addref(reward) SCRIPTS: Scriptname QuestScript extends Quest GlobalVariable Property pGlobalObjectCount Auto Conditional GlobalVariable Property pGlobalObjectTotal Auto Conditional FormList Property pObjectFormList Auto Conditional Quest Property pQuest Auto Conditional Function ObjectsCounted() float CurrentCount = Game.GetPlayer().GetItemCount( pObjectFormList) pGlobalObjectCount.Value = CurrentCount UpdateCurrentInstanceGlobal(pGlobalObjectCount) if CurrentCount >= 8 pQuest.SetObjectiveCompleted(10,1) pQuest.SetObjectiveDisplayed(20,true,true) elseif CurrentCount < 8 pQuest.SetObjectiveCompleted(10,0) pQuest.SetObjectiveDisplayed(20,0) pQuest.SetObjectiveDisplayed(10,true,true) endif endFunction Function EndSwap() int ListSize = pObjectFormList.GetSize() int CurrentObjects = 0 int ObjectsLeft = 8 while CurrentObjects < ListSize && ObjectsLeft > 0 Form CurrentItem = pObjectFormList.GetAt(CurrentObject) int ObjectCount = Game.GetPlayer().GetItemCount(CurrentItem) if ObjectCount >= ObjectLeft ObjectLeft = 0 else ObjectLeft -= ObjectCount endif Game.GetPlayer().RemoveItem(CurrentItem, ObjectCount) CurrentObject += 1 endwhile endFunction Link to comment Share on other sites More sharing options...
b5icepick Posted February 24, 2013 Share Posted February 24, 2013 Are you aware of the quest bug that emerged after 1.8 update? Have you generated an SEQ file for your quest? Check out this post on Bethesda's site, it may be why your quest isn't working. http://forums.bethsoft.com/topic/1417941-dialoguequest-bug-solution/page__p__21672989?do=findComment&comment=21672989 Link to comment Share on other sites More sharing options...
Hellscreamy Posted February 24, 2013 Author Share Posted February 24, 2013 No, I wasn't aware of this problem. I'll try it out as soon as possible. I suppose you don't also know the reason why my variables don't show up in the quests objectives? Link to comment Share on other sites More sharing options...
b5icepick Posted February 24, 2013 Share Posted February 24, 2013 No, I wasn't aware of this problem. I'll try it out as soon as possible. I suppose you don't also know the reason why my variables don't show up in the quests objectives?Sorry, but I'm a bit out of my depth on that one. Been working on my first Skyrim Quest the past few weeks and stumbled across the SEQ issue after my quest wasn't starting properly. Haven't gotten that in depth on the Papyrus scripting yet. Link to comment Share on other sites More sharing options...
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