Quest Naming problem?

Post » Thu Jun 21, 2012 8:46 am

I have two quests, one named DWRHVNRestore and one named DWRHVNRestore2.

At the end of DWRHVNRestore, I have the following script under a quest stage papyrus fragment:


DWRHVNRestore2.Start()
debug.messagebox("55 Reached")



The message box has always worked, but DWRHVNRestore2 has never started for me.

So, is there something wrong with my naming conventions? Could this lead the game to think I'm trying to start DWRHVNRestore when that script is run?

Honestly this would probably have to be answered by someone who debugs the CK actively... but hopefully someone knows though.
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Gracie Dugdale
 
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Post » Thu Jun 21, 2012 6:02 pm

I would do it like this, but I'm not sure if its the best way:

use this fragment in the first quest:
Quest property myQuest autodebug.messagebox("55 Reached")myQuest.start()

save the quest (ok) and reopen it.
then fill the property via the properties window

to see if the quests actually starts add this to the DWRHVNRestore2's Quest script:
(open the Quest "DWRHVNRestore2" go to script tab and add a script)

Scriptname DWRHVNRestore2Script extends Questevent onInit()	debug.messagebox("quest started")endEvent
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Shelby McDonald
 
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Post » Thu Jun 21, 2012 12:33 pm

I think the most common reason for quests not starting is that they have non-optional aliases which are not being filled.

Another reason could be having the Event dropdown set to an event, which would mean you had to start it via the Story Manager.
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Yvonne
 
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Post » Thu Jun 21, 2012 6:39 am

@ParallaxZero: I have debug stuff in DWRHVNRestore2 as well (it doesn't pop), and I have reversed the order as well with no results. Also, event scripting can't be placed in papyrus fragments, but I have a message box as the first thing that should happen when the quest starts (again, it doesn't pop).

@Ingenue: I'm assuming the drop-down menu you mean is the one under the quest data tab, in which case that's fine (it's set to NONE).

Now that I've looked into it, it seems like I have some script property messing me up
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Krystina Proietti
 
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Post » Thu Jun 21, 2012 2:23 pm

Alright, just to set the record straight. My quest wasn't proceeding because of a bad alias like Ingenue said, since it was referencing a disabled character, who was disabled because of a bad quest property, which I had mistakenly labeled as an object reference property instead of actor property, (which was difficult to find the correct fix for :P).

It's always the little details that screw me up,
Thanks Ingenue! I never would have traced that down without knowing about the bad alias's effect...
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Trent Theriot
 
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