The masters for the mod are Skyrim.esm and Update.esm
-Pre-Quest (0): Enter mine (OnActivate event on the mine door to set the quest stage to 10)
-Kill All of the Bandits (Currently only check the bandit leader, just for the sake of testing)
-Check the Bandit Leader (Requires the player to pick up a note)
-Read the Note (OnRead event to trigger next stage)
-Talk to the Owner (Dialogue with the original owner. You are given an offer to buy the mine. If you decline, or do not have the money, goes to an intermediate dialogue with internal stage of 45)
-Post-Quest (50): You acquire the mine (all the miners/guard are set to enable, the last objective set to complete, and the script for the removal of money and adding faction ownership of miner housing and the mine to the player)
-Kill All of the Bandits (Currently only check the bandit leader, just for the sake of testing)
-Check the Bandit Leader (Requires the player to pick up a note)
-Read the Note (OnRead event to trigger next stage)
-Talk to the Owner (Dialogue with the original owner. You are given an offer to buy the mine. If you decline, or do not have the money, goes to an intermediate dialogue with internal stage of 45)
-Post-Quest (50): You acquire the mine (all the miners/guard are set to enable, the last objective set to complete, and the script for the removal of money and adding faction ownership of miner housing and the mine to the player)
First Part
For the quest markers, is there any files that must be in the .bsa or anywhere in particular I should look at?
Second Part
For the 2nd set of dialogue, here is how I setup the SMEvent:
Under Script Event
AJDMGMProfitNode with one quest underneath
AJDMGMProfitLogic with the node condition GetQuestCompleted(AJDMGMAquireMine) == 1 Running on Event Data: Ref 1 (I originally had it at Subject before making this change, no change in behavior of bug)
AJDMGMProfitNode with one quest underneath
AJDMGMProfitLogic with the node condition GetQuestCompleted(AJDMGMAquireMine) == 1 Running on Event Data: Ref 1 (I originally had it at Subject before making this change, no change in behavior of bug)
This is how I setup the SM Quest:
AJDMGMProfitLogic
Event: Script Event
QuestStages:
0 (runs a function within the ProfitScript so that the dialogue can reference the other function whenever conditions are met)
The first piece of dialogue I place under this quest is a new greeting. The conditions for the greeting:
GetStage(AJDMGMProfitLogic) == 0
GetIsID(AJDMGMManager) == 1
GetQuestCompleted(AJDMGMAquireMine) == 1
Event: Script Event
QuestStages:
0 (runs a function within the ProfitScript so that the dialogue can reference the other function whenever conditions are met)
The first piece of dialogue I place under this quest is a new greeting. The conditions for the greeting:
GetStage(AJDMGMProfitLogic) == 0
GetIsID(AJDMGMManager) == 1
GetQuestCompleted(AJDMGMAquireMine) == 1
Other dialogue just queries the day of the week, a global variable to track number of times the player has asked for the profits, and time of day in order to check if the player is asking the original owner on Sundas between 8 AM and 6 PM. This functionality all works, I have a pre-update save in which I have test all of the logic involving the SM driven Quest.
I tried save/reload on post-update characters to see if it was just dialogue bug, but the actor had his default brand-new NPC dialogue after doing this. I have gone over the mechanics several times, looking at my Skooma Bear mod to double check how the SMEvent is setup, since both work in similar way in how they are started. I am at a loss on this one, anyone have any suggestions/ideas on how to tackle this one?

