Simple alias won't fill

Post » Mon Nov 19, 2012 12:24 pm

Hello,

I have a very simple alias that won't fill. It's a reference alias set to find matching reference in loaded area. I have been trying lately even without a single condition, but right now I'll be happy even if it selects a stool or chicken...

I have heard many times that selecting the option "Allow Reserved" has solved this for many, but for me this check box is greyed out and can't be selected. Any reason for this? And what might be stopping the alias to be filled appart from this?

The quest is game start enabled.

Hope someone can help, as I'm loosing hope being stuck at something this basic already...

Thanks!
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Enny Labinjo
 
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Post » Mon Nov 19, 2012 9:59 am

The quest is start game enabled - that is the reason.

There is a bug with start game enabled quests not starting at the moment, but it makes little sense to have Find in loaded area aliases in a start game enabled quest anyway. What area is loaded at the start?
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Queen
 
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Post » Mon Nov 19, 2012 4:41 am

The area is Witherun. I want to find a random NPC around the player. Is there another way of finding one than through loaded area? Should I use "near alias"? The thing is that not even PlayerRef alias selected through specific reference is filling...

The quest starts correctly, as a script I have attached starts without problem.

The setup I have is the following:

Quest with start game enabled.
Alias to be found near player (in this case through loaded cell, or near alias.
A script that 5 seconds after start calls a scene which causes the npc alias to follow the player around.

The quest and script work, and also does the scene, as if I force a specific reference into the alias through script, the npc starts to follow the player correctly. I'm just really bugged with the aliases... As said, not even the player fills an alias. So I have to be doing something really stupid or basic wrong...
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Nicole M
 
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Post » Mon Nov 19, 2012 5:47 pm

Here is a screen showing my radiant quest alias choosing an NPC, based on faction. You could try it my way, but change the condition on the npc alias to something like Whiterunfaction etc etc. Also ticking In Loaded Area.

http://i1159.photobucket.com/albums/p628/B1gBadDaddy/npcalias-1.png
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Breautiful
 
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Post » Mon Nov 19, 2012 8:57 am

But you cannot check Allow reserved in a start game enabled quest. If you might need that, you need to start your quest later. (Which you're surely planning to eventually?)

You also have to have a condition for Find matching reference to work.

If any non-optional alias does not fill, none of the aliases will fill and the quest will not start. If some scripts are running anyway, are you sure this savegame is clean, i.e., created without your mod being loaded?
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Skrapp Stephens
 
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Post » Mon Nov 19, 2012 9:06 am

But you cannot check Allow reserved in a start game enabled quest. If you might need that, you need to start your quest later. (Which you're surely planning to eventually?)

You also have to have a condition for Find matching reference to work.

If any non-optional alias does not fill, none of the aliases will fill and the quest will not start. If some scripts are running anyway, are you sure this savegame is clean, i.e., created without your mod being loaded?

Just to point out to OP, my quest is not start game enabled. In fact, none of mine are anymore. Better to start them when needed, rather than sitting there in the background.
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SEXY QUEEN
 
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Post » Mon Nov 19, 2012 12:59 pm

Thanks B1gBadDaddy, I already saw your screenshot in some other thread and it was useful, but that I'm in Whiterun right now is just for testing. The script will have to run all over Skyrim.

Ingenue, I made a second quest game start enabled through which I want to start the main quest as needed, based on your suggestion. This quest has a script that the only thing it does is start the other quest at some point. It is actually better so, as I can then control the other quest better.

I then modified my original main quest to not to start enabled, checked "allow reserved" in the aliases, and modified the script that starts the scene accordingly.

Now the alias fills and a random NPC actually follows me!!! Thanks!

Now I have another problem which I just don't understand... I have update events and notifications overall to check what is going on at any given moment. The starter quest script is set to start the main quest at 5 seconds, and the main quest has an update event that runs every 3 (from the moment the quest starts). Well, the thing is that the script from the main quest runs right from the beginning, even though it is not game start enabled... I tried this also with a clean save and a new game and it still happens.

Just in case that it's a problem with the script, I'll add it here... This is the script in the main quest that is not start game enabled and should start after 5 triggered from the other quest.
Scriptname AAaaDielosR extends QuestScene Property FollowScene  AutoAlias Property AliasAtt  Autoint SceneStarted = 0EVENT onInit()		registerForUpdate(3)		gotoState ("stuff")endEVENTSTATE stuff			EVENT onUpdate()  Debug.Notification("Update Event in main Quest...")  Debug.Notification((AliasAtt As ReferenceAlias).GetRef().GetName())  if (AliasAtt As ReferenceAlias).GetRef() == None   (AliasAtt As ReferenceAlias).TryToReset()  endif  if SceneStarted == 0 && (AliasAtt As ReferenceAlias).GetRef() != None					     FollowScene.Start()   SceneStarted = 1  endif		endEVENTendSTATE

The other script that starts this quest runs correctly. The command to start the main quest is right after a notification that shows at the expected time. Do you know why this happens?
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Alba Casas
 
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Post » Mon Nov 19, 2012 10:46 am

From the http://www.creationkit.com/OnInit:
"OnInit is called at the following times:
For Quests and Aliases: On game startup, and again whenever the quest starts, due to the quest being reset."
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Jonny
 
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Post » Mon Nov 19, 2012 5:08 am

Thanks again, Ingenue...

I rewrote the whole thing and now it works like a charm. Now I have a main quest just for the script and the rest sits in a holder quest. I can grab everything in that holder quest from the script in the start game enabled quest.

I really learned quite a bit today...
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laila hassan
 
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