Getting a few weird bugs and having hard time tracking them

Post » Mon Nov 19, 2012 6:18 am

For my mod: http://steamcommunity.com/sharedfiles/filedetails/?id=95206366 , I have two bugs, one of them mod breaking and the other just plain weird. The first bug is that I have two sets of dialogue, the first works fine after save/reload since it is a Start-Game Enabled, the second set is from a Story Manager quest, specifically Script Event type, and that fails to work for most users, including new characters. The second bug is that quest markers are staying persistent for everyone except my development machine.

The masters for the mod are Skyrim.esm and Update.esm

-Pre-Quest (0): Enter mine (OnActivate event on the mine door to set the quest stage to 10)
-Kill All of the Bandits (Currently only check the bandit leader, just for the sake of testing)
-Check the Bandit Leader (Requires the player to pick up a note)
-Read the Note (OnRead event to trigger next stage)
-Talk to the Owner (Dialogue with the original owner. You are given an offer to buy the mine. If you decline, or do not have the money, goes to an intermediate dialogue with internal stage of 45)
-Post-Quest (50): You acquire the mine (all the miners/guard are set to enable, the last objective set to complete, and the script for the removal of money and adding faction ownership of miner housing and the mine to the player)

First Part
For the quest markers, is there any files that must be in the .bsa or anywhere in particular I should look at?

Second Part
For the 2nd set of dialogue, here is how I setup the SMEvent:
Under Script Event
AJDMGMProfitNode with one quest underneath
AJDMGMProfitLogic with the node condition GetQuestCompleted(AJDMGMAquireMine) == 1 Running on Event Data: Ref 1 (I originally had it at Subject before making this change, no change in behavior of bug)

This is how I setup the SM Quest:
AJDMGMProfitLogic
Event: Script Event

QuestStages:
0 (runs a function within the ProfitScript so that the dialogue can reference the other function whenever conditions are met)

The first piece of dialogue I place under this quest is a new greeting. The conditions for the greeting:
GetStage(AJDMGMProfitLogic) == 0
GetIsID(AJDMGMManager) == 1
GetQuestCompleted(AJDMGMAquireMine) == 1

Other dialogue just queries the day of the week, a global variable to track number of times the player has asked for the profits, and time of day in order to check if the player is asking the original owner on Sundas between 8 AM and 6 PM. This functionality all works, I have a pre-update save in which I have test all of the logic involving the SM driven Quest.

I tried save/reload on post-update characters to see if it was just dialogue bug, but the actor had his default brand-new NPC dialogue after doing this. I have gone over the mechanics several times, looking at my Skooma Bear mod to double check how the SMEvent is setup, since both work in similar way in how they are started. I am at a loss on this one, anyone have any suggestions/ideas on how to tackle this one?
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JD FROM HELL
 
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Post » Mon Nov 19, 2012 12:03 pm

First Part: I don't know. This persistance thing wrecks my head. Hopefully someone else can give you a hand there.

Second Part: Is the Quest actually starting? (Check with console commands). I know you said it was starting at some point, but worth checking to make sure. If it is, well you have tried what I was going to suggest, which is saving & reloading again. So, if your quest IS running, but the save-reload doesn't work, then you may well be in the same boat as others who report that the S&R Workaround does not ... work ... for them

(Check the status of your quest ... you might be lucky and find it is not running ... at which point something is probably wrong in your setup, which you can fix)


Good Luck, mate.
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barbara belmonte
 
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Post » Mon Nov 19, 2012 2:59 am

Does it work if you take the conditions off?
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Lloyd Muldowney
 
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Post » Sun Nov 18, 2012 9:53 pm

Does it work if you take the conditions off?

That actually worked, removing the conditions from the SMEvent Node. Curious why the condition was throwing it off.
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des lynam
 
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Post » Sun Nov 18, 2012 9:36 pm

You can try them one at a time, of course, but my guess would be that your AJDMGMAquireMine quest is not actually completed.
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Becky Cox
 
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Post » Mon Nov 19, 2012 7:23 am

Yeah. Nice thinking ingenue.

Chances are the FINAL STAGE in the AJDMGMAquireMine is not ticked as marking the Quest Complete.



(BTW, Ingenue, what has happened to Brewskie and his lamplight mod - that you were assisting on, I think? I saw the Beta from early July, but haven't read anything from him - anywhere - since then. Is he having an extended break? Probably deserves one after all the work he put in! Hope all is well, if you're still giving him a hand?)
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katsomaya Sanchez
 
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Post » Sun Nov 18, 2012 11:57 pm

(BTW, Ingenue, what has happened to Brewskie

I don't know. I heard his mother was in hospital, and nothing since. :(
AstralFire disappeared too - after the bad storms in the eastern US. I hope they are both all right.
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Sammygirl500
 
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Post » Mon Nov 19, 2012 6:54 am

Wow. I was hoping you'd be saying he's too busy beavering away at Beta4 to post here.

:(


I hope all is well (with both of them).
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Cagla Cali
 
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Post » Mon Nov 19, 2012 10:50 am

Its funny, that first quest has a flag on the final quest stage Complete Quest and if queried, the quest stage is at the final stage, the dialogue would not work since all of the dialogue in the 2nd have the quest completed check, only removed the quest complete check on the SMEventNode. Went back and looked at my Skooma Bear mod, it has the same bug. Can SMEventNodes not handle checks for a quest being completed in the way I was doing it?
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Your Mum
 
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Post » Mon Nov 19, 2012 4:14 am

I don't know, but I'd try calling CompleteQuest() and Stop() in your quest's final stage, and see if that helps. If not, you could just use a GetStage condition.
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Aliish Sheldonn
 
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Post » Mon Nov 19, 2012 10:08 am

Well, SM used to work on Completed Quests (before the DG DLC and all the issues that came with it). If you had the stage ticked as Complete-Quest and that Stage was the "active stage" then it worked. I have not explicitly tested whether it is still functioning, or not.

As ingenue says, try explicitly sending it a stop() command in the script for that stage. That does stop a quest, I've packages and things that rely on that and they are still working.
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Amy Melissa
 
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Post » Mon Nov 19, 2012 8:41 am

GetQuestCompleted seems to have a bug that causes it to always return a 0, yet it appears to be like the dialogue bug. Only for some people.

You can work around that by using a GetStageDone check instead on an appropriate quest stage.
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Steven Nicholson
 
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Post » Mon Nov 19, 2012 9:28 am

For experiment sake (since the check seems to be redundant), I OR GetQuestCompleted with GetStage on the original quest. Same result occurred there, even though it was verified that the stage was 50. I see this part as a solved issue though with the removal, since the dialogue and all other involved scripts have the checks built within them.

Anyone have any idea on those quest location markers?

Edit:
Problem self corrected itself, very odd.
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Baby K(:
 
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