Is the QUEST NODE Stacked or Random?
I assume it's stacked, but it's worth checking, because random will only start one of the quests in the node (a random one)
Have you made certain that your QUEST is correctly tagged for the event (in it's Data Tab)?
Other than that: You've proved your node setup (and SM) works, with the "Hi" message. So as long as the Node is a stack, and the Quest is correctly tagged, then Story Manager is behaving as it should.
Other thoughts (all on the QUEST NODE):
- Num quests to run: Check and enter a number in the corresponding field. The Story Manager will attempt to start multiple quests (up to the number given) when this node is processed. If there are not enough quests with valid conditions to start, the Story Manager will start as many as it can up to the number given (I think I read somewhere that leaving it unchecked means SM will try to run all, but try it checked and with the appropriate number instead)
- Max concurrent quests: Check and enter a number in the corresponding field. The Story Manager will limit the number of quests that can be started from this node, up to the number given. For example, with a Max concurrent quests of 2, the Story Manager will not start another quest from this node if 2 of the quests in this node are running (I think I read somewhere that leaving it unchecked means SM will try to run all, but try it checked and with the appropriate number instead)
- Shares Event: Check and the Story Manager will continue to process the event after this node is processed. This allows you to run through multiple quest nodes from a single event. If the Story Manager every processes an event NOT marked as "Shares Event", the event will be consumed and the Story Manager will stop as soon as it finishes with that node (Make sure it is checked, at least for this test)
If it is none of those, then I'm 99% certain the problem is with your Quest. And probably with the first stage of your quest (does it include scripting?).
Hopefully you designed it well and can add in a Stage and an Objective at the Start so that the dummy first Stage(0) simply sets a Test Objective (0) to true.
Do the above and see if you get a Quest Notification in the Journal (in game). If you do, the problem is with the first stage of your quest.
If there is a script in that Stage, please post it here.
Also, if you are concerned about aliases, add each one to a script in the Stage(0) above and spit each one out in a message (you should get a messagebox for each, on screen)