Script randomly doesn't work...

Post » Thu Jun 21, 2012 12:24 pm

So I have a script in the end fragment of a line of dialogue, and it enjoys randomly not firing. But here's the best part, half of it always fires, the other half randomly wont. It seems every time I release a new version of my mod for my testers, it stops working. I then have to tweak it in some way, this can be as simple as re-ordering the lines, and it suddenly works. No matter what I change, or if it was already like that (and broken) before.

Here the script:

GetOwningQuest().SetStage(15)GetOwningQuest().SetObjectiveCompleted(10)FSMQ03.Start()FSMQ03.SetStage(5)FSMQ03.SetObjectiveDisplayed(5)GetOwningQuest().Stop()

It's supposed to end the current quest, mark the objective as complete, start the next quest and give you another objective. Now, no matter what it does all the OwningQuest stuff. It sets that stage, completes your objective and stops the quest. However, it fails to start the next quest, display it's objective, or set it's stage. For no reason. It works sometimes, it doesn't others. The quest is set up properly... I have literally NO clue what's going on here...

Any suggestions?

Thanks,
AJV
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luis ortiz
 
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Post » Thu Jun 21, 2012 9:34 am

Bump. :(
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herrade
 
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Post » Thu Jun 21, 2012 7:55 am

Now, no matter what it does all the OwningQuest stuff.

In other words, your script always works - it is your FSMQ03 quest that doesn't.

The obvious suspects are your quest's aliases. Could any of the non-optional ones possibly be failing to fill? (You could try just making them optional and see if the quest always started then.)
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Louise
 
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Post » Thu Jun 21, 2012 1:54 pm

In other words, your script always works - it is your FSMQ03 quest that doesn't.

The obvious suspects are your quest's aliases. Could any of the non-optional ones possibly be failing to fill? (You could try just making them optional and see if the quest always started then.)
Very true.

But that would mean that my quest alias's sometimes randomly fill, and sometimes dont. They are all specific references, and they all say 'Allow Reserved' so I don't see what would cause them to fail. Also in my past experience, even if the alias's fail to fill, the quest will still start, I think? (I don't remember... :P)

Regardless, I'll double check all the alias stuff. Thanks for the suggestion. :)
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sas
 
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Post » Thu Jun 21, 2012 6:23 pm

It seems every time I release a new version of my mod for my testers, it stops working. I then have to tweak it in some way, this can be as simple as re-ordering the lines, and it suddenly works. No matter what I change, or if it was already like that (and broken) before.

Are you relying on the CK's built-in logic to determine what scripts to pack in the BSA, or are you manually dragging files into the archive window? The CK's built-in logic is suspect, and one possibility based on what you write is that this script fragment simply isn't being included in the BSA unless you do something to flag it as changed.
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DarkGypsy
 
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Post » Thu Jun 21, 2012 7:19 am

Are you relying on the CK's built-in logic to determine what scripts to pack in the BSA, or are you manually dragging files into the archive window? The CK's built-in logic is suspect, and one possibility based on what you write is that this script fragment simply isn't being included in the BSA unless you do something to flag it as changed.
I'm not packing my stuff into a BSA. :(
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Adam
 
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Post » Thu Jun 21, 2012 9:33 am

even if the alias's fail to fill, the quest will still start, I think? (I don't remember... :tongue:)

If they're optional - that's what the optional flag is for. There are ways even specific forced aliases might randomly fail to fill - if another quest had randomly put them in reserved aliases, for example - but it seems unlikely.

Are there any conditions on your quest's starting stages?
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+++CAZZY
 
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Post » Thu Jun 21, 2012 10:24 am

If they're optional - that's what the optional flag is for. There are ways even specific forced aliases might randomly fail to fill - if another quest had randomly put them in reserved aliases, for example - but it seems unlikely.

Are there any conditions on your quest's starting stages?
Alright well, like 2 of them weren't marked as 'Allow Reserved' and I changed that and now it works. However, I've been through this every single week for the last 2 months, so I get the feeling that it will break again here in a few days for no reason... I've checked those before... I know it. It's like the CK randomly reverts that one set of changes, or something... :/
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Beast Attire
 
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Post » Thu Jun 21, 2012 8:40 am

How come the more we learn about the CK the chance of going insane increases... :banana:
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Izzy Coleman
 
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Post » Thu Jun 21, 2012 8:50 am

Okay I think I actually solved it... I had a quest later on in the chain set to Start Enabled for some silly reason. I think that's been creating all the inconsistency and madness so far. We'll see if this holds up. Thanks guys!
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Valerie Marie
 
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