Event Node Conflict Question

Post » Wed Jun 20, 2012 8:36 pm

Hi all,

I think I know the answer to this one, but better safe than sorry. I couldn't find the answer in a quick search of the forums (could be a failing of my search-fu), so here goes:

If two mods add quests to the same Event Node (for example, Script Event/WEPriorityQuests), will they conflict? I'm hoping they'd only conflict if they modify the same quest (say, Script Event/WEPriorityQuests/WEDA02), but adding quests won't cause a problem.

Thank you in advance!


[Edited to fix typo]
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Jhenna lee Lizama
 
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Post » Wed Jun 20, 2012 3:28 pm

You mean event nodes in the story manager?

That depends on how the node you're adding to is set up. If it's a random node, then you'll get one or the other at random. If it's stacked then the first one in the list wins. And if you set up your addition to not consume the event, then the SM will continue looking for another matching node after it starts yours.
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Sarah Kim
 
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Post » Wed Jun 20, 2012 10:58 am

Sorry I was so slow getting back to this! I thought this thread was lost to the waters of Oblivion, but I see I was wrong. :P


I'm afraid you misunderstood my question (or I misunderstood your answer). I'm not asking how story nodes work; I'm asking what happens if two separate mods add quests to the same node? Will the node accept both quests, or will the last mod in the load order overwrite any quests the first one adds?

I apologize; looking at my first post, I wasn't terribly clear. The perils of posting at 1 in the morning, I suppose.
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Melanie Steinberg
 
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Post » Wed Jun 20, 2012 7:56 am

I'm afraid you misunderstood my question (or I misunderstood your answer). I'm not asking how story nodes work; I'm asking what happens if two separate mods add quests to the same node? Will the node accept both quests, or will the last mod in the load order overwrite any quests the first one adds?


Right. Not "will the quest still start" but "will the quest still be attached to the node?"

Dunno is the honest answer. Should be simple enough to test. Create a test cell with two buttons, and then two esps each of which adds a quest to the SM. Each button fires a different quest using SendStoryEvent. If they both operate, you know it's safe
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Antony Holdsworth
 
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Post » Wed Jun 20, 2012 7:22 pm

I will have to give that a try when I have some time. I was hoping somebody might already know--prevent me from duplicating somebody else's work and all. Thank you for your time (and help; your test procedure was a lot simpler than what I had in mind).
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Crystal Clarke
 
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Post » Wed Jun 20, 2012 9:44 am

For the record, I tested this and they do indeed conflict. That's a shame. The way nodes are structured, I'd hoped we could avoid the need for a Bash patch or somesuch. :(
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alicia hillier
 
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Post » Wed Jun 20, 2012 5:10 am

Damn. I am surprised

I wonder if we can get around that by adding new nodes under a sequenced branch. Or if the problem goes away with ESMs
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Trey Johnson
 
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Post » Wed Jun 20, 2012 8:21 pm

Sorry for the thread necromancy, but I suppose I should post my findings here.

I'm getting very inconsistent results in the CK by adding new nodes instead of adding quests directly. In Script Event, under the world events node, I've added a new branch node that contains all of the new events my mod adds (that are triggered by WE scripts). I put it at the very top, directly above the dummy WETemplateNode (not the exact name of the node; look in the CK and you'll see what node I'm talking about).

Now here's where it gets weird! The CK marks the WETemplateNode as being edited, and if I remove the record in TESVSnip, my new node gets bumped to the very bottom of the world event node. Does that mean that nodes are structured like backwards linked lists?!?!? I don't understand this at all.

But then, I have a similar situation in the Change Location node set, in which the new node I add doesn't modify the node directly beneath it. I really don't understand this... Does any of the more tech-savvy people on the forum have any insight they can add?
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Jack Walker
 
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