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Quest variable persistence between save / reload


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I'm still hammering away at that quest, but I'm running into a nightmarish "feature" of the GECK / engine.

 

I'm having major issues with retrieving quest variables upon a reload. I make a save, continue onward without issues, but once I've quit New Vegas and reloaded the save - autosave, standard save, doesn't matter - all of the quest variable information seems to disappear. This is a problem, because I have about thirty-seven quest variables that keep track of what the player's up to at any given point in the narrative. All of that information disappearing destroys my quest.

 

So what's going on? I read that you have to instantiate the variables outside of begin blocks in order to make sure the information gets preserved, which I've done. I read that you're not supposed to manipulate any quest variables inside dialogue result scripts or it breaks things, which seems borderline impossible.

 

That being said, I've been doing this less than two weeks. I really have no idea what I'm doing. So I'm hoping someone out there knows a bit more about variable persistence than I do, and how to control it.

 

Thank you.

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Make sure StartQuest is not being called by another of your scripts while the quest is already running. Doing so will reset all the quest variables to 0 when a saved game is reloaded.

 

You win! That was 100% the problem.

 

Thank you so much, all of you.

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Make sure StartQuest is not being called by another of your scripts while the quest is already running. Doing so will reset all the quest variables to 0 when a saved game is reloaded.

 

You win! That was 100% the problem.

 

Thank you so much, all of you.

 

Good to hear that the issue was found, and good to know that I can reset a quest's variables by starting it while it's running.

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Good to hear that the issue was found, and good to know that I can reset a quest's variables by starting it while it's running.

Good to know, and a good way to completely bork all kinds of things if you don't keep track of your StartQuests. I guess I can sort of see why they did that, but seems to me that should be a flag setting on the function.

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