Story Manager fails to start quest when in combat

Post » Tue Nov 20, 2012 12:40 am

This is my first foray into the Story Manager.

I have a which quest starts on a Cast Magic Event, with a condition that the player "HasMagicEffectKeyword" "MagicWard".

This means that when the player is casting a Ward spell, and casts any other spell, the quest should start.

Everything works fine as long as the player is not in combat, yet when the player is in combat the quest doesn't start. Once combat is finished, the quest will start.

I removed all conditions from the SM Node Event, and still the quest would only start outside of combat.

Am i overlooking a setting, or is this normal for the Story Manager?
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Laura Mclean
 
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Joined: Mon Oct 30, 2006 12:15 pm

Post » Tue Nov 20, 2012 5:50 am

I couldn't work out why the above failed when the player was in combat.
I have created a work around. Here is what i did for those who may be interested.
When certain conditions are met, the quest starts silently when the player casts any spell.
The player is made an alias with a script attached. When the player casts a Ward spell in combat, the script advances the quest, and then displays the quest stage. It is only at this point that the player becomes aware of the quest.
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michael danso
 
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