what is crashing my quest?

Post » Tue Nov 20, 2012 12:26 pm

So this one is a puzzle. At first I thought that the scripts on the player and other actors were stopping because the they are magic effects spells and somehow these spells were being “dispelled” erroneously. I set up a script in my primary quest to give the spells back to the player as a test when I set a global in the console. But that script would not fire. I discovered that the Quest is stopping!

This quest is made to start when the game starts and has NO trigger to end the quest at all.

What are the possibilities that could stop a quest under these conditions? Are there any known functions that can crash the script and in turn crash the quest or visa versa?
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adam holden
 
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Post » Tue Nov 20, 2012 1:06 pm

Hello, are you sure the quest was ever started?
There is a known bug that prevents quest to start until you save & reload. And even if you do so, sometimes it cannot start (search for "coc" files in the threads from the last weeks, or topics on creation kit/quest bugs).
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Tikarma Vodicka-McPherson
 
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Post » Tue Nov 20, 2012 1:35 pm

Hello, are you sure the quest was ever started?
There is a known bug that prevents quest to start until you save & reload. And even if you do so, sometimes it cannot start (search for "coc" files in the threads from the last weeks, or topics on creation kit/quest bugs).
Not a bug. Just something we didn't know about until recently, and you're referring to the need for 'SEQ' files.
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Shelby Huffman
 
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Post » Tue Nov 20, 2012 4:52 pm

@ Perdev no no the quest I KNOW starts as it gives me a pop up message.


@ everyone

And I do have the SEQ file anyway.
Please...any other ideas? :confused:

Not a bug. Just something we didn't know about until recently, and you're referring to the need for 'SEQ' files.
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Albert Wesker
 
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Post » Tue Nov 20, 2012 12:36 pm

Just something we didn't know about until recently, and you're referring to the need for 'SEQ' files.
Oops, sorry, SEQ, yes, I totally confused things between Skyrim and a related project of my own.
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M!KkI
 
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Post » Tue Nov 20, 2012 6:01 am

I think you will need to turn console logging on, that will catch it if it is related to script errors. You should monitor your log in real time using http://snakenest.com/snaketail/ utility found by Chesko.
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des lynam
 
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Post » Tue Nov 20, 2012 6:56 pm

yes, i did and no there is no script that has anything to do with the quest AFTER the game start.

Oh well I will just remove the scripts and spells from the allies system and do it the old way. That way if/when the quest fails it will not remove my scripts form the player.
The quest is only need to run a SKSE check and other similar things that will not matter after the game starts.


I think you will need to turn console logging on, that will catch it if it is related to script errors. You should monitor your log in real time using http://snakenest.com/snaketail/ utility found by Chesko.
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Spaceman
 
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Post » Tue Nov 20, 2012 11:09 am

I believe I'm having the same problem. For some people they will not start after reloading a game. For others they crash during use. I only use my quest to handle scripts. These script crashes include the one to run MCM. Several have reported that after re-loading a save the option for my mod is gone and nothing is responding. I tried a SEQ file with no luck.
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Enny Labinjo
 
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Post » Tue Nov 20, 2012 6:10 am

Well for me I can SAVE at the point the Quest stoppage happens and then load that save and it is fine. What ever stopped the script seems that it is some a temporary issue or at least one that is not save in the savegame.

So that could mean it is related to a SKSE function. NOW I am not saying it is the FAULT of SKSE only that most SKSE functions are NOT saved in the save game so it may be a "bad" use of one of those commands.

Or there is some other part of the game that stops quest for some reason.

I know... that is not much to go on.

99% of my users do not have the issue. Only me and one other guy (user of my mod) that I know of. :wallbash:


I believe I'm having the same problem. For some people they will not start after reloading a game. For others they crash during use. I only use my quest to handle scripts. These script crashes include the one to run MCM. Several have reported that after re-loading a save the option for my mod is gone and nothing is responding. I tried a SEQ file with no luck.
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Noely Ulloa
 
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Post » Tue Nov 20, 2012 9:01 am

Same here, except for once I haven't been able to repeat the problem. Some people never had it, some could fix it (clean saves etc.) and other can't stop it from happening.
I'm just going to take everything out of quests and move it to placed object references. I use one to store all my data and no one has ever lost the raw data. Just the ability to use it via quest script fails.
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Vera Maslar
 
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