Problem with OnUpdateGameTime in Quest not firing

Post » Wed Jun 20, 2012 8:54 am

I have a quest that I've created that's triggered off of drinking a potion (via magic effect script).

Scriptname mm_BeluaVampireEffectScript extends ActiveMagicEffect mm_BeluaVampireQuestScript Property BeluaVampireQuest AutoEvent OnEffectStart(Actor Target, Actor Caster)BeluaVampireQuest.ForceVampireOnPlayer(Game.GetPlayer())EndEvent

The quest is running (as witnessed by SQV from console). When you drink the potion it loads the quest script and executes a seperate function.

There are TRACE statements littered throughout the quest script so I know it's calling into ForceVampireOnPlayer. The following code is in the ForceVampireOnPlayer function:

  UpdateQuestGlobals() Trace("Registering for updates") RegisterForUpdateGameTime(1)

And the Registering for updates trace output is in my papyrus log, yet 1 in game hour goes by, or more, and no updates are triggering. I am pulling what little hair I have left out. I am wondering if I'm executing an INSTANCE of the script, rather than the actual script associated with the quest.

Any thoughts?

-MM
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hannah sillery
 
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Post » Tue Jun 19, 2012 11:12 pm

OK, find that a fresh save fixes it....question though.... if the quest is stopped and restarted (via console "STOPQUEST/STARTQUEST") is there any way to hook back into the quest again? Automatically without having to trigger a function in the quest? I can't seem to get OnReset or OnInit for that purpose. OnInit might work if I save and reload the game...but, rather avoid that.

-MM
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Neko Jenny
 
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