How to test yout own quests?

Post » Sat Nov 17, 2012 5:04 am

Hi how you do to test if your quests do work correctly and run smoothly?
When do you save etc?
as Everytime I test most of times it doesnt updates the quest changes or do not work ...
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Amelia Pritchard
 
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Post » Sat Nov 17, 2012 1:02 am

I always do a "new game" test.

I load Skyrim and then from the Main Menu COC to a cell

Doing that means you get a brand new game, with a basic Nord character.

This shows you when problems you might have experienced using Saved Games are only a problem with Saved Games.

(is that what you mean?)
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jessica robson
 
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Post » Sat Nov 17, 2012 6:22 am

Oh somu can load a random nord character without loadig any game ? Using coc or cow command is same?
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Alyesha Neufeld
 
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Post » Sat Nov 17, 2012 6:56 am

I don't know if they do exactly the same things (I have not tired using COW)

But COC - from the Main Menu - will give you the basic Nord and a New Game to test in.
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N3T4
 
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Post » Sat Nov 17, 2012 6:07 am

Use cow to enter the game in a worldspace. Use coc to enter the game in an interior cell.
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darnell waddington
 
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Post » Sat Nov 17, 2012 2:57 am

i have a clean game save (no mods) just after you enter helgen keep, which is stored outside of the game save folder. I copy that in as and when i need to test with a clean save. I can CoC anywhere if i need to.
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claire ley
 
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Post » Fri Nov 16, 2012 9:03 pm

I use a method similar to what heilghast is using. But In addition to a save upon entering Helgen I also did a second save after Helgen as follows:

I started a new game with no mods enabled and played it through to the point that I exited helgen (and my imperial or stormcloak buddy went off toward Riverwood). At that point I went to the console and typed

Save "New Game - After Helgen - No Mods"

The only reason I used the console was so that I could specify a name that makes it obvious what that save is for.

After that, when I want to test my mod I load that save and proceed from there or CoC to an appropriate location.

The reason for this is that I found that some things don't seem to work correctly unless you have finished the initial Helgen quest. For example, things relating to purchasing homes from stewards (even vanilla purchases with no mods) didn't seem to work as expected unless the initial Helgen quest had been completed.
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TIhIsmc L Griot
 
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Post » Sat Nov 17, 2012 12:30 am

The problem I have is that my quest sequels are one after the other and the main one starts after the end of the main quest ... What would be the best approach to test those without having savegame weirdness? For example I saw that the clothes didnt update on some unless I started all over and I spent countless nights befoure understandingnthat was a save game issue ... After tring all possible fixes I was about to give up..... Now I am having issues constantly with packages not working as should , especially forcegreeting"..
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Rob
 
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Post » Sat Nov 17, 2012 10:47 am

For mine I just make a basic quest with all the scripts it needs etc, but have everything happen in a test interior cell. Launch the game, coc to the cell from the main menu, and test it out.

If it all works I place it in the game world, still just the bare bones of the quest, and test it again. If everything works, I add all the text etc and done.
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Krystal Wilson
 
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Post » Sat Nov 17, 2012 12:50 am

It sounds like you’re dealing with how aliases work in the game. An alias only fills when the quest is first loaded. If that is saved in your save prior to making changes to that alias, (which includes packages) you will have to start from a NEW save that didn’t have those saved in it for them to work correctly. Believe me, I fought this issue for many more hours than I’d like to admit before I figured out why my stuff wasn’t working like it should. Basically, it’s a major pain in the ass, and makes testing stuff extremely painful. It takes me nearly 40 minutes to slog through my quest to test new stuff now, and that is only going to get longer as I get closer to finishing it.

One thing I’ve been looking at is not using aliases for so many things, and just using regular old properties. I think much of this can be avoided like that.
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My blood
 
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Post » Sat Nov 17, 2012 2:03 am

It sounds like you’re dealing with how aliases work in the game. An alias only fills when the quest is first loaded. If that is saved in your save prior to making changes to that alias, (which includes packages) you will have to start from a NEW save that didn’t have those saved in it for them to work correctly. Believe me, I fought this issue for many more hours than I’d like to admit before I figured out why my stuff wasn’t working like it should. Basically, it’s a major pain in the ass, and makes testing stuff extremely painful. It takes me nearly 40 minutes to slog through my quest to test new stuff now, and that is only going to get longer as I get closer to finishing it.

One thing I’ve been looking at is not using aliases for so many things, and just using regular old properties. I think much of this can be avoided like that.
There is a feature to help with this (check the early MQ quests and Beth left various examples of this ) - My CK isn't open at the moment, though, so my terminolgy will be wrong ... but ...

You can set variables into a quest when it starts - This allows you to have "alternate starts" to your quest ... So sometimes you can skip a part you have already tested and (when combined with a couple of console commands) pick up your quest at the stage you need to test. Still a pain, but better than playing through the same 40 minutes again and again and again ...

I'm pretty sure they work off the "Log Entry" form on the Quest Stages Tab (but like I say, CK not currently open)

(As I put before, Beth did this in the "Helgen" parts of the MQ Quest ... so you can see examples ... )

(you've probably all already seen it, just thought I'd say ;))
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TIhIsmc L Griot
 
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