Mandarics Posted February 11, 2021 Share Posted February 11, 2021 So, I've recently started making a quest mod. I know the basics of CK. Watched a lot of basic tutorials and read through the Wiki.The problem is the following: In the beginning I had two UniqueActor Ref. Aliases and one LocationAlias which all worked fine. The objective got display and the tracker worked as well. Then I created a small camp and placed four actors there. I made two more aliases. A "QUEST2" UniqeActor Ref. Alias and one which creates a reference to an object which is created in QUEST2's inventory.When I tested it didn't work the marker didn't point anywhere and when I got close to QUEST2 actor my game crashed. I went back into the game and did an "sqv" command on my quest and it said the following: It displayed the ID of my first two aliases but it said "NONE" for the new aliases(QUEST2 and the object which should be created) Some things I've tried: -Created a new actor put a new alias on him "sqv" still said the same; Objective target didn't work-Created a new object put a new alias on it "sqv" still said the same; Objective target didn't work-Deleted the aliases, restarted CK still nothing Possible problems I've been thinking:-Problem with CK or the ESP file itself-Corrupt SaveGame? Tried different SaveGames still the same error I've been working on this mod for days now, since I'm not a pro it's not going fast but I don't want to create a whole new mod and a file, that's why I'm asking your help (I have created an SEQ file) Link to comment Share on other sites More sharing options...
maxarturo Posted February 12, 2021 Share Posted February 12, 2021 (edited) Don't use a save file that has seen your mod, in fact don't use a save file at all, instead 'COC' from the game's main menu to a cell and from thee test your mod. * Scripts and quest scripts are stored/baked into the save file, and other references too. Edited February 12, 2021 by maxarturo Link to comment Share on other sites More sharing options...
Mandarics Posted February 17, 2021 Author Share Posted February 17, 2021 Don't use a save file that has seen your mod, in fact don't use a save file at all, instead 'COC' from the game's main menu to a cell and from thee test your mod.* Scripts and quest scripts are stored/baked into the save file, and other references too. Oh this is something new, and yes the Save Files were the problem, so thank you! Link to comment Share on other sites More sharing options...
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