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Problem with script that starts scene in quest


DwemerManiac
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Hi, I folowed the instructions from Bethesdas tutorial about making scenes: http://www.creationk...Tutorial_Scenes

 

But I get stuck at last moment: PLAYING the scene...

 

In my quest-dialog view I created new branch,topic (I say sth to my NPC), response (NPC says he will do sth with present situation). Tutorial says:

"Go back to the Dialogue Views tab in GSQ01, select the view we've got there, then add a new branch called 'GSQ01BenduAdmitFeelings'. Open up the topic, add a response (maybe 'I've seen the way you look at her, you should admit how you feel to her.').

To get the scene to start we first need to create a property on the response info script. The topic info will already have a script attached, so in the bottom right panel, click on that script, then properties, then add a property of type 'Scene' called MSQ01BenduGilfreScene. That should auto-fill so no need to do that. Then in the end script fragment, add the following line:

MSQ01BenduGilfreScene.Start()"

 

And thi is problem- this topic DOESN'T HAVE any script ( I have scripts In ":Yes" and "No" topics in my STARTing branch,because these dialogues has scripts "set to stage").

 

I tried to create new script for it, set Property- name: DWOQ5scene (type scene, edit value- my scene's ID), when I edit script source I find: 

 

Scriptname newscript5 extends TopicInfo  

Scene Property DWOQ5scene  Auto

 

so the property is added correctly

 

but when I put command in End PapyrusFrgament 

 

myscenepropertyscene.Start()

 

there ius an ERROR:

 

.psc(9,0): variable DWOQ5scene is undefined
.psc(9,11): none is not a known user-defined type
No output generated for TIF__04015524, compilation failed.

Batch compile of 1 files finished. 0 succeeded, 1 failed.
Failed on TIF__04015524

 

Mayby it's connected with that script fragment which according to the tutorial I should already have, BUT FROM WHERE?- it's a new branch, new topic with 1 new response... It doesnt set any stage in quest so i didn't make any script for it earlier?

 

Could you help me to solve that problem?

 

I tried other tip: checking the "Begin on quest start" box on the scene tab

but It does nothing

 

I begin my DWOQ5 quest but the scene doesn't run, help

 

Of course I know about creating SEQ file for any created quest after 1.6 patch to SCK
 

 

Ok,there is a little progress- I didn't record voices for those response text in Scene dialogues, so the only were standing and starin at each other endless.

Now they are coming to XMarker place,begin and and conversation and split up-end of the scene

Everything work fine BUT I still don't know how to begin that scene with using script, in which place implement that script?

 

There is second problem- the scene begins and end without starting quest DWOQ5...!!!it seems to start when I begin game (I coc to my place, run to them so I can hear their conversation, but few seconds later all the scene would pass and I, other players in the future will not even be aware that such scene took place). How to set it correct, that this scene, that dialog begins, exist only when I start that specified quest?

 

Maybe it is caused by "Start game enable" flag in questdata?but all tutorials says it is necessary to have if ticked, otherwise quest wan't be able to run?is it true?

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Start game enable for quests/dialogues is only if you want your quest to begin immediately on game start.  If you want to start your quest based on another 'trigger' you have to have that 'trigger/event whatever' run myQuest.Start()

 

What is it that you want to happen that starts this quest/dialogue first?

Edited by Leianne
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Hmm, I thought that is required for all quests/dialogues to run...

 

I have unticked "Start game enable" and now quest isn't available at all...

 

What I have done

 

I've just  done simple quest acording to Betheda tutorial (with Bendu Olo, thief and amulet).

 

I've made NPC-KroagGro, she is an orc, blacksmith vendor. No she has only "What do you want to buy" dialogue.

But if I tick "Start Enable game", she has another dialogue option - "Some thief have stolen my lucky blacksmith hammer, could you retrieve it for me"- sth like that (topic from my DWOQ5 quest), and when I agree to help her, quest begins. (setstage(10)). I go to some cave, kill bandit and retrieve hammer (stage 20), return to NPC-Kroag and give her hammer back.End quest (stage 40). Everything works

 

Sorry I don't know how to delete post below...

 

Leianne, what triggers do You supose to use (and how- I know, command myquest.Start() but how should like all script, and attached to what?).

 

How can I make my quest available not from beginning of the game?

 

 

 

I've learned about enabling/disabling objects via activators, triggers. Probably I can use some trigger box and use Event OnTriggerEntrance (or sth like that), and there use property MyQuest and command MyQuest.Start().

Am I right?Is this one of solutions? Are there other solutions to start quest, scenes not via "Start game enable"?

Edited by DwemerManiac
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I have unticked "Start game enable" and now quest isn't available at all...

 

What I have done

 

I've just  done simple quest acording to Betheda tutorial (with Bendu Olo, thief and amulet).

 

I've made NPC-KroagGro, she is an orc, blacksmith vendor. No she has only "What do you want to buy" dialogue.

But if I tick "Start Enable game", she has another dialogue option - "Some thief have stolen my lucky blacksmith hammer, could you retrieve it for me"- sth like that (topic from my DWOQ5 quest), and when I agree to help her, quest begins. (setstage(10)). I go to some cave, kill bandit and retrieve hammer (stage 20), return to NPC-Kroag and give her hammer back.End quest (stage 40). Everything works

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After thoroughly reading your issue ( a couple times ) it might be hard to determine why that topic doesn't have a script. I'm sure you set the property, are you using the aliases?  Are they registering correctly in your quest aliases tab?  Double check in the quest 'Scripts' tab where ALL the fragments are stored, open it up and see if the topic is listed in there anywhere.   Sorry, but not being able to 'see' your settings, alias, dialogue etc .. makes it difficult to troubleshoot missing script fragments.  Usually these are created in my dialogues from commands I add to the bottom of the topic/response pages ie: GetOwningQuest().SetObjectiveCompleted(20)  - you might want to go through the tutorial step by step again, to see where it differs.

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I just flipped through the tutorial you were referring to in your issue ... the MSQ01BenduGilfreScene.Start() command was supposed to go in the dialogue view of MSQ01 tutorial dialogue ... so there was a script in there that this property was to be added to - to begin the scene tutorial :)  If you've created your own dialogues/quests you need to have something in a previous dialogue 'trigger' the start scene, as that's how they're doing it in the tutorial.

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