issues with startstopquest from console for mod control purp

Post » Mon Nov 19, 2012 8:57 pm

As I'm WiP with my mod and expect a couple of frequent updates I try to add some support for this via stopquest - to cleanup some stuf and startquest - to enable the features as I seen around many mods. I have a quest with just two stages with script fragments one marked as "Start up stage" and one "Shut down stage" but I have a couple of issues:
1. startquest seems not to work as I expected, if I use it after stopquest then getstage still reports the shutdown stage but neither script fragmend is executed. Instead resetquest seems to work but in other mods I seen you have to type startquest for things like this
2. Neither with startquest nor resetquest my onReset() is not fired, as ck wiki says it should on every quest (re)start. I can avoid using it but just for the record or if this fact can provide some clues.
3. If for perevious ones there's workaround this one is a showstopper: After using stopquest + restartquest all my aliases in the quest which have fill type "unique actor" and explicitly set are not populated. getActorRef returns None and they worked just fine before using the console commands.
What am I doing wrong? Thanks
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Kanaoka
 
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Post » Tue Nov 20, 2012 6:52 am

It seems like using completequest (but I'm quite certain I seen mods requesting to use stopquest) solves issue #3 partially.
That means the references that existed in the previous mod version are filled upon restart but new references I added to that quest are STILL NOT FILLED. Is this a known situation that requires a clean save on update or what am I doing wrong?
This is for my WiP, I'm trying to add in this update new candidates for the housecarl job and I want to put them in aliases and put the alias in a faction in order not to directly touch the actors for compatibility reasons.
Please help.
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Justin Bywater
 
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