Troubles enabling an NPC in a quest

Post » Wed Jun 20, 2012 3:10 pm

Hi, I'm following the official tutorial (Quest Loose End, "Out of Order" part) but I'm having troubles enabling an NPC during my quest.
I think I've done everything right, I created my actor using one of the dragon templates, added the aliases and stuff, made the quest (it works when I don't disable the actor that's supposed to spawn) etc...
added Alias_DragonGM.GetReference().Enable() to the Papyrus Fragment of the 10th stage of my quest, but the actor never spawns.

At first I thought that dragons worked differently or something but using the same template as the tutorial didn't work.

Here's my file: www(dot)mediafire(dot)com/?pw0atdl2c2xpxop
The quest is GMBuhrza01
Location 0;9 Tamriel
Ingame, teleport yourself to Gash Murug or "coc AbandonedOrcLonghouse" then go outisde and talk to the orc Buhrza to start the quest (which is supposed to make the dragon spawn).

Thank you, I've been strggling for 6 hours on this now.
User avatar
lydia nekongo
 
Posts: 3403
Joined: Wed Jul 19, 2006 1:04 pm

Post » Wed Jun 20, 2012 9:25 pm

well first of all, without the script source files, we can't see the fragments, so we can't debug them.

Are you sure the dragon is still disabled? Might it have flown off in the time it took you to get back outside?

Try giving the dragon a travel package to head for the player until it is within 5000 range of him, and then a combat package with no conditions or something like that.

Try moving the dragon a bit further off, but putting a trigger box outside the door that only works if the quest stage is 10, and have that enable the dragon (set it as the dragon's enable parent)
User avatar
Unstoppable Judge
 
Posts: 3337
Joined: Sat Jul 29, 2006 11:22 pm

Post » Wed Jun 20, 2012 8:57 pm

There's no door or anything like this. I just gave a command to teleport inside the house nearby but everything (the npc who gives the quest and the dragon that should spawn) happen outside.

I think it's still disabled, because I put his spawn just in front of the quest npc for testing purposes and nothing happened. I also tried with different actors (like bandits or draugr) but it didn't work either.

How do I share those script source files, aren't they in the .esp ?

Thanks, sorry if I have troubles understanding you, I'm a beginner.
User avatar
Talitha Kukk
 
Posts: 3477
Joined: Sun Oct 08, 2006 1:14 am

Post » Wed Jun 20, 2012 9:33 pm

Scripts are PEX files, in the "Scripts" folder...you need both that, and the source files in the source folder, for each script. The script name for the fragment script is on the last tab of the quest.

Try putting this in your stage 10:

if Alias_DragonGM.GetReference()  Debug.Notification("Dragon Alias is filled")else   Debug.Notification("Dragon alias not filled")endif

That will at least verify that you have a valid alias reference. If you don't see EITHER message, then your quest probably isn't running, due to a failure to fill one of your aliases.
User avatar
Carlitos Avila
 
Posts: 3438
Joined: Fri Sep 21, 2007 3:05 pm

Post » Wed Jun 20, 2012 2:03 pm

Thank you, this is very useful. I got the message that says that the Alias isn't filled. Even now that I know where the problem is, I still have no idea on how to resolve it. I re-read the tutorial several times but I can't find my error.

I reuploaded the files (edited my main post) with the scripts files inside, the .esp is a bit more recent so replace the previous one.
User avatar
dean Cutler
 
Posts: 3411
Joined: Wed Jul 18, 2007 7:29 am

Post » Wed Jun 20, 2012 1:18 pm

you have still neglected to include any script source files. Also, you didn't even include the PEX file for the fragment script "QF_GMBuhrsa01_010048CE" - so no playtest is possible. I'm really wondering how you managed to get a forced specific instance alias to not fill...and how the quest is even running without it, since it's not flagged as optional...
User avatar
carrie roche
 
Posts: 3527
Joined: Mon Jul 17, 2006 7:18 pm

Post » Wed Jun 20, 2012 10:43 pm

Wai-wai-wai-wait! Sorry.
Ok reuploaded, hope I didn't [censored] up this time.

Yeah it's weird that the quest work when I don't disable the dragon which alias is used for the quest to move on.

Thank you for your time!
Even if I had managed to finish it myself, I would have uploaded the mod without the required files. Good thing you told me all this.
User avatar
jason worrell
 
Posts: 3345
Joined: Sat May 19, 2007 12:26 am

Post » Wed Jun 20, 2012 8:16 am

You might want to put your orc back inside....the dragon fried him pretty good...can't complete the quest if he dies...or make him essential.
User avatar
Chica Cheve
 
Posts: 3411
Joined: Sun Aug 27, 2006 10:42 pm

Post » Wed Jun 20, 2012 6:02 pm

What do you mean ? Does it work ?
There's another dragon near the stronghold at Skyborn Altar, you probably got attacked by him. He's not part of the mod.
But yeah, I had planned to do that. I just want this damn dragon to spawn first and I'll work on the orc after that.
User avatar
Charlotte Lloyd-Jones
 
Posts: 3345
Joined: Fri Jun 30, 2006 4:53 pm

Post » Wed Jun 20, 2012 12:00 pm

yup. I bet you have a bad savegame...launch the game with the mod turned off, save the game, then restart with the mod turned on.
User avatar
CArlos BArrera
 
Posts: 3470
Joined: Wed Nov 21, 2007 3:26 am

Post » Wed Jun 20, 2012 6:33 pm

Damnit, you're right. I really feel like I wasted your time... an mine.
So, now that it works, can I ask one last completely unrelated question ?

I'm french but I use the english version of the game and made the mod in english. How do I translate my mod for french users ? I didn't find language options in the CK.
User avatar
Umpyre Records
 
Posts: 3436
Joined: Tue Nov 13, 2007 4:19 pm

Post » Wed Jun 20, 2012 9:09 pm

Make a boolean variable in a quest script on an always running "Global Variables" quest called "FrenchLanguage", and have your mod pop up a Message box that reads "Parlez-vous fran?ais?" with a "Yes" and "No" button. If the user clicks "No" set the boolean to false, if they click "Yes" set it to true, and make two versions of every bit of dialog and text in your mod, using that boolean to decide whether the french version or the English version is used.

Or just make an extra version of your mod with a "_fr" on the end of the filenames, with everything in french, and let them decide at install time which they want to install.
User avatar
Reven Lord
 
Posts: 3452
Joined: Mon May 21, 2007 9:56 pm


Return to V - Skyrim