Quest Scenes, Starting at a certain time.

Post » Sun Nov 18, 2012 10:07 pm

Been trying to look around the forums and youtube etc but have not been able to find it.

But I want a quest Scene to start a a certain time.

I thought easy peasy!

I will just set Phase 1 start condition to GetCurrentTime and equal it to one.

I figure that makes sense...well it didnt work.

I did the same thing to the whole quest. since this is the only scene and purpose of the quest is the one scene.

get the start condition to GetCurrentTime equal 1. or 1 AM. nothing.

None of the other conditions seem to relate to time so I'm not sure where to look.


Thanks!
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CArlos BArrera
 
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Post » Mon Nov 19, 2012 5:18 am

GetCurrentTime ==1 as a condition should do what you think it should do.

Note it is ==1 not ==1AM ... because 4:30am is == 4.5


So, the first question is: Are you certain everything is working if you REMOVE that condition?


If you are certain, then it is possible there is nothing wrong with what you have written, but that you are experiencing the Dialogue-Bug.

How are you starting your quest? What event are you using to make it fire? In particular, are you using Start-Game-Enabled?


Also: Have you tried the console commands to test whether or not your Quest is running? http://www.creationkit.com/GetStage

(it may be that your QUEST is starting ... but that your Scene is failing to start ... )
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kristy dunn
 
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Post » Mon Nov 19, 2012 3:31 am

The quest wasn't working I found out, but It has something to do with the characters and then I thought that there was a new bug where scenes werent working inside. So I took a scene I had a outside and did the same thing just inside and it worked.

BUT! still I cant get it to happen at only a certain time.

1)Do I put it under Quest Data conditions? begin at start or not?

2)scene phase condition?

3)scene package condition?

with start on start and not just doesn't seem to make it happen on a certain time only.

No combination seems to work. The scene happens as soon as I enter the cell. and when it is in the Tamrial world space it happens instantly even if I am not there. so if I coc or walk there after a few min its already done. Tips anyone?
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Mark
 
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Post » Sun Nov 18, 2012 8:35 pm

You need better control over the scene than you currently have. I have never tried the GameTime thing, so I don't know if it ever works, is bugged or you are not using it correctly.

But anyway, I don't think that will help you solve your problem.

Your Scene is obviously set to start - automatically - as soon as the Quest that contains it has started? So, in that case, you need to start your quest (and so your scene) at a time when you know the player is stood right beside your characters.

There's a couple of ways to do that, but the easiest is a TRIGGER BOX that you drag over the starting positions of the characters in your scene (or some of them, or whatever).

Then script the TriggerBox to start your Quest (and so your scene) when - and only when - the player enters the box.

You can read about triggers and wotnot, here: http://www.creationkit.com/Bethesda_Tutorial_Traps_and_Prefabs
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Taylrea Teodor
 
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Post » Mon Nov 19, 2012 3:49 am

One thing I know works is to use packages on an alias. Set up an actor with a package to run from (say) midnight to the time you want the scene to kick off. It could be a doNothing package, or a sandbox, or something more complicated.

Then you can start the scene from the package's end fragment.

The nice thing about that approach is you can have several packages to define a schedule, and the last one the travel package that puts them where they need to be for the scene.
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Hope Greenhaw
 
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