Troubles with a radiant quest

Post » Thu Jun 21, 2012 9:38 pm

So I've been attempting to create a very basic radiant quest, but unfortunately, it is not able to repeat itself. It rarely gets fired more than once, which is quite annoying.

I have a feeling that it may have to do with the aliases used in the quest, but this may not be the case. The aliases used are: One unique actor used to give the quest, one reference alias for the location, and one reference alias for a vampire boss that is spawned.

The reference alias for the location is using the "Find Matching Reference" fill type, with one condition: LocationHasRefType->'WETravel' (just so its on the road somewhere most of the time). The next alias used is a simple vampire boss with a script attached to set the quests stage once it is killed, which works fine.

The problem, as stated earlier, is that the quest is only launched once. What would cause a radiant quest to fail to fire aside from an alias not being filled? I reset the quest after it is completed to make sure, which did make it work twice (never three times however), and it is in the SM Event Node Script Event portion under a stacked quest node. I also have the quest type set to ScriptEvent, and am sending the scripts keyword each time. The quest, at the end, is set to be completed which I don't think would cause a radiant quest to fail to be started again.

If anyone has any ideas, I'd be greatly appreciated. If any more information is required to diagnose the problem, I will post it so long as I am made aware of it. Thanks in advance!
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Julie Serebrekoff
 
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Post » Thu Jun 21, 2012 9:14 pm

Do you call Stop() when the quest is completed? The Story Manager doesn't repeat quests otherwise.
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Tiffany Carter
 
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Post » Thu Jun 21, 2012 7:15 pm

I do not. The only thing that tells the quest it is finished is in quest stages where I have, at the final stage, Complete Quest checked.

Edit
I've come across something rather odd. If I reset the quest in its final stage (and have it marked for completion via the Quest Stages check box), it will fire again and again. I've only had time to test it with the conditional LocationHasRefType->WETravel, but it seems to work now. Why would this work at all?
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Killah Bee
 
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Post » Thu Jun 21, 2012 8:59 pm

I was saying you should call Stop(), if that wasn't clear. The Complete quest checkbox does not finish the quest, it just means that the quest will be reported as completed to the player. But apparently Reset() stops the quest as well.(It's said to be buggy in the wiki.)
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Roberto Gaeta
 
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Post » Thu Jun 21, 2012 6:55 pm

Oh my bad, I read your response right when I had woken up haha. Ok, so I have to call stop for the quest to be finished. Yeah, I read that about Reset as well, but it had seemed to work for me (aside from the completed quest remaining in the active quests; that was/is a bit odd).

I'll check it out when I get home from work, but I think this should solve my problem. Thanks for all your help; I appreciate it.
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sam smith
 
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