SM Event Node question.

Post » Mon Nov 19, 2012 1:58 pm

So, I'm trying to use an SM Event Node to increase a global variable every time the player creates a certain type of item. It works great the first time, but does not catch any of the subsequent events that ought to trigger it.

Is there anything special I should know about using the SM Event Node and my dummy quest? Right now it's simply set up to check if the crafting bench has a certain keyword and that an object worth more than 0 gold was created (because I don't want it updating the variable if the player created what basically amounts to junk).

The quest has one stage, and is set to be triggered by the craft item event. Like I said, it works great the first time, then never again. Any help?
User avatar
MR.BIGG
 
Posts: 3373
Joined: Sat Sep 08, 2007 7:51 am

Post » Mon Nov 19, 2012 9:59 am

Did you make your quest REPEATABLE?
User avatar
Benji
 
Posts: 3447
Joined: Tue May 15, 2007 11:58 pm

Post » Mon Nov 19, 2012 9:25 am

Allow Repeated Quest Stages is checked, and Run Once is unchecked.
User avatar
[Bounty][Ben]
 
Posts: 3352
Joined: Mon Jul 30, 2007 2:11 pm

Post » Mon Nov 19, 2012 1:45 pm

Because I have never tried things your way ...

1. Add a stage BEFORE the current single stage
2. Add a stage AFTER the current single stage

3. In the first (new) stage, just advance the quest (setstage) to your existing stage
4. Make sure this stage is checked as the "Start Up" Stage

5. At the end of your stage (now the middle stage), advance the quest to the (new) last stage

6. Make sure the (new) final stage is set as Stop Quest.
7. Add a myQuest.Stop() as the last (only?) line of script in that stage.


Does it work now??

(sorry if the answer is no ... because that will have taken you a few minutes to get sorted ... hopefully the answer was yes and the problem was that your quest was not stopped and so would not start again)
User avatar
Cayal
 
Posts: 3398
Joined: Tue Jan 30, 2007 6:24 pm

Post » Mon Nov 19, 2012 11:05 am

Because I have never tried things your way ...

1. Add a stage BEFORE the current single stage
2. Add a stage AFTER the current single stage

3. In the first (new) stage, just advance the quest (setstage) to your existing stage
4. Make sure this stage is checked as the "Start Up" Stage

5. At the end of your stage (now the middle stage), advance the quest to the (new) last stage

6. Make sure the (new) final stage is set as Stop Quest.
7. Add a myQuest.Stop() as the last (only?) line of script in that stage.


Does it work now??

(sorry if the answer is no ... because that will have taken you a few minutes to get sorted ... hopefully the answer was yes and the problem was that your quest was not stopped and so would not start again)

That worked perfectly. Thank you.
User avatar
Lizzie
 
Posts: 3476
Joined: Sun Nov 19, 2006 5:51 am


Return to V - Skyrim