nexusmexus1234 Posted September 30, 2021 Posted September 30, 2021 I am having trouble getting more than one side quest to appear from an NPC at one time. My example is I want Ulfberth of war maidens to give me 4 quests to pick up various items around skyrim. I made the first quest just fine. I started making the second quest but when I talk to Ulfberth the option to start the second quest does not show up in his dialogue. Only the first quest appears. I would like the option to choose to start any of the quests at any time. Any one know what is causing the second quest not to show up? I would like them all to be independent of each other. Thanks in advance.
Dorabella Posted September 30, 2021 Posted September 30, 2021 From time to time, it happens that the entire sequence is not shown in the dialogues . Try pressing the "S" key to see if it brings out hidden dialogues
nexusmexus1234 Posted September 30, 2021 Author Posted September 30, 2021 Pressing S before I talk and while Ulfberth's dialogue doesn't make it appear. I forced the quest to begin through an activator so i have game quest stage 10 and the objective prompt appears but Ulfberth's dialogue still does not appear, when his conditions are GetStage - Quest:GetGloves >= 10, GetStage - Quest:GetGloves <= 20 and GetIsID - Ulfberth just like I have in the quest that does work. very confusing. Does anything have to do with creating the SEQ? I created it a few times. I do not really know when or if the SEQ needs to be updated after you create a new quest.
Heroine HoneyCrotch Posted September 30, 2021 Posted September 30, 2021 2 hours ago, nexusmexus1234 said: I do not really know when or if the SEQ needs to be updated after you create a new quest. I dont think so, but if you go into xedit and regenerate it wouldnt hurt I dont read as much as I should, this is a quest your creating?
Heroine HoneyCrotch Posted September 30, 2021 Posted September 30, 2021 3 hours ago, nexusmexus1234 said: Any one know what is causing the second quest not to show up? Im guessing it is how you have dialogue/topic/branch set up in quest. If you could provide a pic of in ck, in quest, player dialogue it might help
Heroine HoneyCrotch Posted September 30, 2021 Posted September 30, 2021 so this is where I think you are getting hung up in the pick you see my cursor arrow, its pointing to my topics, you also see a little dash/arrow from ck that looks like this ^ only pointing to the left. This is topic starter. This is the only thing that will ever show up when beginning conversation with npc, everything underneath is plays off that topic starter. My guess is your trying to load multiple topics in that particular branches topic. You need to create a new branch with a new topic to have another line of dialogue appear when initiating dialogue. If that dont make sense or I am way out in left field then I can either provide more info and or just stop typing.
nexusmexus1234 Posted September 30, 2021 Author Posted September 30, 2021 I had one quest created which was its own item called UlfberthGetBoots, it ran fine. Then i made a separate quest on its own called UlfberthGetGloves as a sparate quest all together. Using the Same NPC. Same Priority and the dialogue lines wouldn't show up. I probably need to start over and look into it more.
Heroine HoneyCrotch Posted September 30, 2021 Posted September 30, 2021 6 minutes ago, nexusmexus1234 said: I had one quest created which was its own item called UlfberthGetBoots, it ran fine. Then i made a separate quest on its own called UlfberthGetGloves as a sparate quest all together. Using the Same NPC. Same Priority and the dialogue lines wouldn't show up. I probably need to start over and look into it more. You could of had that all in same quest. You got 1st quest to work so 2nd one is probably easy mishap. For one thing, reverting back to having meet with npc(ulfberth) prior to when seeing 1st quest wrk would maybe be needed. I typically do a save load when entering game after having had a tinkered, loosely think you have to on some things but I just do out of prefered practice. How does 2nd start? does it start with game enabled? If it starts with "start game enabled" you might need to re generate seq, it wont hurt either way. But if that is case then about the only other thing that would stand in your way is condition checks for which npc picks up pc topic dialogue,and any other condition checks you add in that dialogue. Eitherway, I have had it on my end a few times where I couldnt get dialogue to fire its always been a pretty easy fix, wouldnt be worse idea on your part to look around in both a quest a few more times to help you learn about what is getting you. Anytime you can load up a pic of whats going on in ck is good thing. Hope you get there, rooting for you.
nexusmexus1234 Posted October 1, 2021 Author Posted October 1, 2021 I am working through some things on the first quest. I am using the create your own sex lab mod which has scripts to start SL animations.. My question now is if i use this script which does work in game Spoiler ;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment ;NEXT FRAGMENT INDEX 1 Scriptname TIF__060018C6 Extends TopicInfo Hidden ;BEGIN FRAGMENT Fragment_0 Function Fragment_0(ObjectReference akSpeakerRef) Actor akSpeaker = akSpeakerRef as Actor ;BEGIN CODE ;PC sucks NPC cock actor[] sexActors = new actor[2] sexActors[0] = Game.GetPlayer() sexActors[1] = akSpeaker sslBaseAnimation[] anims anims = SexLab.GetAnimationsByTag(2, "Blowjob",tagSuppress="Fisting") SexLab.StartSex(sexActors, anims) Debug.MessageBox("As he pushes you down to your knees you find yourself unable to resist.") ;END CODE EndFunction ;END FRAGMENT ;END FRAGMENT CODE - Do not edit anything between this and the begin comment SexLabFramework Property SexLab auto What is needed to make the next dialogue appear without making a new branch? I linked this Gray topic of a branch to another Gray topic within the branch but the next topic doesn't appear. HHC? If I could message you in private for the questions that would be awesome. Please let me know. Thank you
nexusmexus1234 Posted October 1, 2021 Author Posted October 1, 2021 4 hours ago, Heroine HoneyCrotch said: You could of had that all in same quest. You got 1st quest to work so 2nd one is probably easy mishap. For one thing, reverting back to having meet with npc(ulfberth) prior to when seeing 1st quest wrk would maybe be needed. I typically do a save load when entering game after having had a tinkered, loosely think you have to on some things but I just do out of prefered practice. How does 2nd start? does it start with game enabled? If it starts with "start game enabled" you might need to re generate seq, it wont hurt either way. But if that is case then about the only other thing that would stand in your way is condition checks for which npc picks up pc topic dialogue,and any other condition checks you add in that dialogue. Eitherway, I have had it on my end a few times where I couldnt get dialogue to fire its always been a pretty easy fix, wouldnt be worse idea on your part to look around in both a quest a few more times to help you learn about what is getting you. Anytime you can load up a pic of whats going on in ck is good thing. Hope you get there, rooting for you. Ok, so I still have the question up above. But I am now using a different NPC to be the quest giver. I am no longer using Ulfberth from Warmaidens. I made a generic NPC and both quests now appear. I do not feel a need to use a game NPC over a custom one. Thanks for everyones help.
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