Quest does not go to next stage or objective.

Post » Fri Dec 03, 2010 7:34 am

I am making a small quest but when I reach the objective and activate it ( a small stand that when you activate shows a massage) nothing happens I am not sure what to do here could someone tell me what I did wrong. I followed the tutorial on the wiki but still nothing. I already have all the stages set (3 in total) but I cant get past the first one. To activate the quest you have to walk into a room. how can I fix this?
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Amy Siebenhaar
 
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Post » Fri Dec 03, 2010 6:55 am

Help?
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Beth Belcher
 
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Post » Fri Dec 03, 2010 1:10 am

You mention several possible problems. Does the quest initially trigger when you walk into the room in-game? When you see the message stand does it have a choice to activate it? Are you able to activate it and see the message? Each of these three would have a different cause. If the only problem is that activation displays the message but nothing else, do you have the "setobjectivedisplayed 1" command in your activate script? Does this stage of the quest have a message to display?
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Czar Kahchi
 
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Post » Fri Dec 03, 2010 12:13 am

David is on the right track. You can't just kinda say "I have a problem, what did I do wrong?" Show us your scripts on everything. Where exactly is the quest not activating? Only when you interact with the switch? Or does it not even start when you enter the trigger? Be more specific so that we can help.
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Naughty not Nice
 
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Post » Fri Dec 03, 2010 5:37 am

When I walk though the hallway where the activator is I see the objective "Find information on the core". when I go to the "core and activate the activator (which is a small stand that is scripted to display a message) and the message displays it does not display the next objective, nothing happens. I had set the resulting script to like this

Script for stage 10:

SetObjectiveDisplayed myqt 10 1

Script for stage 15:

setobjectivecompleted myqt 10 1
SetObjectiveDisplayed myqt 15 1

Script for Stage 30:

SetObjectiveCompleted myqt 15 1
SetObjectiveDisplayed myqt 30 1


Stages dont have any conditions and quest does not have any script, priority is 50
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Sami Blackburn
 
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Post » Fri Dec 03, 2010 10:32 am

When I walk though the hallway where the activator is I see the objective "Find information on the core". when I go to the "core and activate the activator (which is a small stand that is scripted to display a message) and the message displays it does not display the next objective, nothing happens.


Perhaps there is a step missing in your explanation. When you activate the object, a message displays, so you have a script for this object. Does the script do "setstage "? Once that happens, then I agree that the stage script should cause the objective to be displayed. Can you post the script for the object?

BTW, my understanding is that you should also "setobjectivedisplayed 0" to update the quest panel of the pipboy; otherwise these objectives will still show as uncompleted.
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Ricky Rayner
 
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Post » Thu Dec 02, 2010 11:57 pm

The script for the activator is



scriptname playerhomecoresinfoact

begin OnActivate

ShowMessage PLAYERHOMECORESINFO

end
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dav
 
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Post » Fri Dec 03, 2010 12:24 am

I am not sure why you expect this script to advance the quest. Don't you need to have "setstage " in this script? How else could the quest advance?
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Alyce Argabright
 
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Post » Fri Dec 03, 2010 1:26 pm

I am not sure why you expect this script to advance the quest. Don't you need to have "setstage " in this script? How else could the quest advance?


This script has nothing to do with the quest , it is the script for the activator of "core info" and one of the objectives.
What you are trying to tell me is to add "setstage myqt 15" at the end of the script so that when I use the information activator it will set the qt automatically to stage 15 and then continue on?
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Matthew Barrows
 
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Post » Fri Dec 03, 2010 3:38 pm

Your examples do not show which stage corresponds to which action. You have said that you want "activating the sign" to advance the quest, and you do not see that happening. Is that correct? Then you must write a line somewhere, which tells the game to advance the quest. I think the right place to put this line is in the same function that displays the message. If I have misunderstood, I apologize. How did you expect the game to advance the quest upon activating the sign?
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Steve Fallon
 
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Post » Fri Dec 03, 2010 8:34 am

Stage 10 : use the activator(pop up message
stage 15: find holotapes
stage 30: find location
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Philip Rua
 
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Post » Fri Dec 03, 2010 2:07 am

To my understanding your setobjectives does nothing (least in oblivion scripting.. this might have changed in fallout) BUT, you need to actually tell the game to set the stage in your script when an objective is complete. So you'd need to add something to your script when activating the thing that sets the stage to the next part of the quest, ie. setstage myquest01 15. Look at http://geck.gamesas.com/index.php/gamesas_Tutorial_Basic_Quest, it goes over how you set up a quest in game.
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Racheal Robertson
 
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Post » Fri Dec 03, 2010 2:30 pm

I followed that tutorial but it did not work
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Amie Mccubbing
 
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Post » Fri Dec 03, 2010 5:38 am

I have written several successful quests using this tutorial. Please confirm that you are using "setstage" and not just "setobjectivecompleted". The only way the quest actually advances is with "setstage".
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:)Colleenn
 
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