Not working SM events

Post » Sat Nov 17, 2012 7:06 pm

I'm almost certain www.creationkit.com/Lock_Pick is not working to start a quest via SM. I tryed everything for two days and failed and also someone else working independently had no luck with it.
Any other like this you discovered or you have any luck with OnStoryPickLock?
User avatar
Charity Hughes
 
Posts: 3408
Joined: Sat Mar 17, 2007 3:22 pm

Post » Sat Nov 17, 2012 10:06 am

I'm a bit confused ...

OnStoryPickLock is not an SM Event ... It's an event you place in a Quest Script. http://www.creationkit.com/OnStoryPickLock_-_Quest

It is called (as in that event, on the Quest, will run) if the Quest is started from the Story Manager "Lock Pick" event: http://www.creationkit.com/Lock_Pick

As far as I know, the SM Lock Pick Event works ... Indeed, all SM Events work (but it can be a pain to get them setup correctly)

Thoughts:

1. Is your QUEST tagged to be started via Story Manager?
2. Are any conditions you placed on the SM Event being met? (Are you sure ;))
3. If you think those are correct, have you turned on logging for papyrus? Is there anything related in your logfiles?
4. If you disable the SM Event, and script your quest to start another way (at game start ... or start it via the CONSOLE), does the quest run OK?
User avatar
Sabrina garzotto
 
Posts: 3384
Joined: Fri Dec 29, 2006 4:58 pm

Post » Sat Nov 17, 2012 9:43 pm

I'm almost certain www.creationkit.com/Lock_Pick is not working to start a quest via SM. I tryed everything for two days and failed and also someone else working independently had no luck with it.
Any other like this you discovered or you have any luck with OnStoryPickLock?

Post the script man.
User avatar
Elisha KIng
 
Posts: 3285
Joined: Sat Aug 18, 2007 12:18 am

Post » Sat Nov 17, 2012 6:22 pm

Is about "Lock Pick" trigger (I posted same link as you in OP), together with the event OnStoryPickLock
@h4vent
How do you know all of them work, especially this? I also talked with someone else working independently, owner of a big mod, that had no luck with it after hours of attempts.
1. yes
2. no conditions at all, I wanted it to start all the time player picks a lock
3. i should check that, but i had lots of logs in OnStoryPickLock, script fragment for startup stage, etc
4. yes, i did that and it works. btw: it starts ok "at game start" but won't start via console when is setup with SM event

@B1gBagDaddy
No script, just setup the quest to start by the event and added the SM node for it. Well...just a log in OnStoryPickLock that doesn't show up.
User avatar
brian adkins
 
Posts: 3452
Joined: Mon Oct 01, 2007 8:51 am

Post » Sat Nov 17, 2012 1:29 pm

Ah I see hope you sort it dude. The post above by h4vent has some good info.
User avatar
Prisca Lacour
 
Posts: 3375
Joined: Thu Mar 15, 2007 9:25 am

Post » Sat Nov 17, 2012 10:04 pm

Is about "Lock Pick" trigger (I posted same link as you in OP), together with the event OnStoryPickLock
@h4vent
How do you know all of them work, especially this? I also talked with someone else working independently, owner of a big mod, that had no luck with it after hours of attempts.
1. yes
2. no conditions at all, I wanted it to start all the time player picks a lock
3. i should check that, but i had lots of logs in OnStoryPickLock, script fragment for startup stage, etc
4. yes, i did that and it works. btw: it starts ok "at game start" but won't start via console when is setup with SM event

@B1gBagDaddy
No script, just setup the quest to start by the event and added the SM node for it. Well...just a log in OnStoryPickLock that doesn't show up.
I'll test the Lock Pick Event later and let you know ... but every event I have tried works (I can't remember whether I tried Lock Pick or not, as part of my early testing)

All events/errors do not log ... so don't worry about that ... May mean nothing (whether the quest started or not)

I'll get back to you later (unless someone else does first) ;)
User avatar
adame
 
Posts: 3454
Joined: Wed Aug 29, 2007 2:57 am

Post » Sat Nov 17, 2012 9:26 am

I've made some progress on getting it to trigger - among other things, the node has to be marked "Shared" in additon to stacked, and the quest apparently must have a Stage zero marked "Startup" - do that and script FRAGMENTS in the stage will fire off at least, which is a start. Note sure about full scripts yet, tho - currently my tests CTD, but perhaps I'm casting them wrong. http://www.gamesas.com/topic/1398724-detect-when-player-crafts-an-item/
User avatar
Solène We
 
Posts: 3470
Joined: Tue Mar 27, 2007 7:04 am

Post » Sat Nov 17, 2012 3:35 pm

It may be worth mentioning that quests that have once been started from the story manager will not restart unless they have previously been stopped, that is, you have called
Stop()
User avatar
Kanaoka
 
Posts: 3416
Joined: Fri Jun 16, 2006 2:24 pm

Post » Sat Nov 17, 2012 9:59 am

I've made some progress on getting it to trigger - among other things, the node has to be marked "Shared" in additon to stacked, and the quest apparently must have a Stage zero marked "Startup" - do that and script FRAGMENTS in the stage will fire off at least, which is a start. Note sure about full scripts yet, tho - currently my tests CTD, but perhaps I'm casting them wrong. http://www.gamesas.com/topic/1398724-detect-when-player-crafts-an-item/

Suppose you are testing with crafting event, not this one. But what you say about stage zero may be something. Aslo...you needed "shared" if is the only quest supposed to be triggered by the event type?
User avatar
BrEezy Baby
 
Posts: 3478
Joined: Sun Mar 11, 2007 4:22 am

Post » Sat Nov 17, 2012 5:38 pm

Aslo...you needed "shared" if is the only quest supposed to be triggered by the event type?

You really need to have very good reasons not to share an event. If you don't share the event your mod will be incompatible with any other mod that uses that event.
User avatar
tannis
 
Posts: 3446
Joined: Sat Dec 09, 2006 11:21 pm

Post » Sat Nov 17, 2012 12:49 pm

You really need to have very good reasons not to share an event. If you don't share the event your mod will be incompatible with any other mod that uses that event.

Know that and agree...just wandering about the implications of it in making this work. (Also I put stop() everywhere, but it won't start even once)
User avatar
Amelia Pritchard
 
Posts: 3445
Joined: Mon Jul 24, 2006 2:40 am

Post » Sat Nov 17, 2012 7:53 pm

I don't believe the Lock Pick event works at all.

If you check the Lock Pick event node's Use Info it has just the one SMEN item in it: 'Flatter'. The Flatter event node is similarly useless as far as I know, a relic of former games I assume.
User avatar
Adam
 
Posts: 3446
Joined: Sat Jun 02, 2007 2:56 pm

Post » Sat Nov 17, 2012 7:30 pm

I tried Arodicus suggestions but still no luck (stage 0 with fragment, shared event).
On another hand I tryed to achieve my goal by assigning the locked object to a QuestAlias from a Perk with Activate option and relay on http://www.creationkit.com/OnLockStateChanged_-_ObjectReference (which should be received by the alias as well, right?) That didn't work either, no notification.
So I believe the root issue in this case is not in SM but the unlock doesn't fire any event at all.
PS: h4vent, did you have any luck?
PPS: I usually mod at home in evening and visit those forums from work so I'm not able to try suggestions as they may come
User avatar
Nikki Lawrence
 
Posts: 3317
Joined: Sat Jul 01, 2006 2:27 am

Post » Sat Nov 17, 2012 5:08 pm

If you're really struggling the easiest way would be this.

Place a marker to be a parent.

Place a locked door. Then set the marker as the enable parent (enabled not disabled).

Place an unlocked door in the same space, set as initially disabled, set enable parent as the marker, and set opposite of parent.

Then use an Object.Disable script for the marker. When that fires your locked door will be replaced with an unlocked door.

This is similar to how my hunting guild is made available over time.
User avatar
Adrian Powers
 
Posts: 3368
Joined: Fri Oct 26, 2007 4:44 pm

Post » Sat Nov 17, 2012 9:27 am

It's worth pointing out that there's a separate log for story manager events. It's worth enabling that and seeing what gets generated. If the Lock Pick event is firing, you'll see it there.

It'll also probably tell you why your quest isn't starting. For me, nine times out of ten it's that the aliases aren't being filled for some reason.
User avatar
Stat Wrecker
 
Posts: 3511
Joined: Mon Sep 24, 2007 6:14 am

Post » Sat Nov 17, 2012 11:05 pm

@B1BadDaddy
Sorry but I need to do this for every locked vanilla door & chest :smile:
There's always the loop check wait(0.1), if(isLocked())... repeat, but I didn't loose hope yet. Looking for everything possible that would avoid wait()
@DocClox
I really need to start using those logs, up till now i relay on my own messages. Is not about aliases, I had none in the initial approach...just wanted it to be triggered by SM and do something in OnStoryPickLock
User avatar
anna ley
 
Posts: 3382
Joined: Fri Jul 07, 2006 2:04 am


Return to V - Skyrim