Make quest show up in journal.

Post » Tue Nov 20, 2012 5:46 am

I've followed the quest/dialogue tutorial from the CK wiki, and have successfully made quests and added dialogue to npc's. But how do I add the quest to the journal? Somehow I can't find it in in the CK wiki.

For example: After speaking with a priestess, she gives me a quest and my journal updates; and the quest is added to the journal.
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maddison
 
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Post » Mon Nov 19, 2012 11:13 pm

the quest should be in the journal as long as there is an update or other things happening within the quest. As long as you have followed the ck-wiki guide it should be there.
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Milad Hajipour
 
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Post » Tue Nov 20, 2012 2:52 am

Either my eyes are messing with me or my brain is not processing correctly. But I've read the tutorial 3 times and still don't see how to add to a journal.
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Nichola Haynes
 
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Post » Mon Nov 19, 2012 6:26 pm

Ok, I found it and did as they described. But it still doesn't work.
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Minako
 
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Post » Tue Nov 20, 2012 7:52 am

"It doesn't work" isn't much info to go on to even begin to try and help you.
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Assumptah George
 
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Post » Tue Nov 20, 2012 6:23 am

Here's how I have it setup:

Aliases:

http://imageshack.us/a/img195/795/clipboard01xby.jpg


Quest Objectives (Only stages 10 and 20):

http://imageshack.us/a/img22/5898/clipboard02wo.jpg

http://imageshack.us/a/img713/8268/clipboard03qt.jpg


Quest Stages:

http://imageshack.us/a/img222/7426/clipboard05e.jpg

http://imageshack.us/a/img513/4102/clipboard06cn.jpg


Edit: When you add SetObjectiveDisplayed fragment and hit compile, in the quest stages is it suppose to say something?

Cause when I hit compile nothing happens.
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vanuza
 
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Post » Mon Nov 19, 2012 6:25 pm

Nothing should happen when you hit compile mate. If nothing happens it worked.

How are you starting this quest? What script are you using? Does the quest have a name as well as an ID? Is it set up as an event quest?
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SHAWNNA-KAY
 
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Post » Mon Nov 19, 2012 11:18 pm

Well it's my first time doing a quest. I set it up as a side quest. I figured that was the right choice?

Edit: For event I put none. Since the tutorial didn't specify what to put.
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sally coker
 
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Post » Tue Nov 20, 2012 6:57 am

Ok. Make sure Start Game Enabled is unticked, unless you rely on dialogue being available in that quest before it begins.

For the first stage of action, 10, tick the box that says Startup Stage.

Now in-game, with a save that hasn't seen this mod, open the console and type

Startquest YourQuestNameHere

Put your quest name, then press Enter. It should start. If it doesn't, I have a feeling it's because one of your aliases isn't filling properly.
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Lauren Dale
 
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Post » Mon Nov 19, 2012 10:56 pm

I did as you said and it worked!

Here's a pic:

http://imageshack.us/a/img585/1507/tesv2012102102532133.jpg

So how do I make the quest activate properly? Without using the console.

Here's how I want it activate:

After talking to the priestess the quest activates.
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celebrity
 
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Post » Mon Nov 19, 2012 7:31 pm

For that you need to untick Startup Stage in stage 10, and tick the box in Quest Data for Start Game Enabled and Run Once.

Then add some dialogue to the quest, condition that the priestess is the subject, and in the end fragment of the final bit of dialogue, put

GetOwningQuest.SetStage(10)

There's plenty of tutorials about, and some on the wiki, about dialogue. Shouldn't be too hard :)
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JUan Martinez
 
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Post » Tue Nov 20, 2012 6:27 am

Thank you for your time. The only problem I had was with making the quest appear in the journal. But I've been having problems compiling scripts. Everytime I click on compile in the end fragments it says, No output generated for TIF__0200760

Also it says:

variable GetOwningQuest is undefine

none is not a known user defined type
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Adrian Morales
 
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Post » Tue Nov 20, 2012 9:07 am

Thank you for your time. The only problem I had was with making the quest appear in the journal. But I've been having problems compiling scripts. Everytime I click on compile in the end fragments it says, No output generated for TIF__0200760

Also it says:

variable GetOwningQuest is undefine

none is not a known user defined type

Come out of the quest completely. No, go back in and go to the end fragment. If there is a TIF script in the script box, delete it, press ok and come back out of the quest. Go back in...

In the end frag box, put a semicolon ";" on its own, click compile. It should work. Now click ok, save etc.

Now go back in and change the semicolon to: (I gave you the wrong code before)

GetOwningQuest().SetStage(10)

It's a function so it needs the parenthesis ().

That should work. Some people, like me, have problems compiling dialogue scripts without first making one with a semicolon.
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Avril Churchill
 
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Post » Tue Nov 20, 2012 1:33 am

Good news the quest shows up in journal. As soon as the game starts my journal updates.

Bad news, I can't engage my custom npc's in dialogue.

Thank you for your patience and help. I'm gonna call it a night. I'll see if I can figure it out later on today.

Once again thanks. :)
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lillian luna
 
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Post » Tue Nov 20, 2012 5:40 am

Must still have Startup Stage ticked mate.

Keep at it, you'll figure it out :)
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Josephine Gowing
 
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Post » Tue Nov 20, 2012 9:59 am

It works! You were right I still had Startup Stage ticked. Also the reason I couldn't engage npc's in dialogue, was because of an error on my part. But now everything works as it should.

Once again, thank you for your most generous help.

Take Care!
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Meghan Terry
 
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Post » Tue Nov 20, 2012 12:05 am

It works! You were right I still had Startup Stage ticked. Also the reason I couldn't engage npc's in dialogue, was because of an error on my part. But now everything works as it should.

Once again, thank you for your most generous help.

Take Care!

No probs mate, it's quest related, it's what I do :)
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Haley Merkley
 
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