GornoDD Posted October 1, 2015 Posted October 1, 2015 For my mod I want to have a Quest that is tracked in the journal In the quest I have seleceted on "Start Game Enabled", created a Quest Stage (0) Somehow it doesnt show up when I load a game. I have heard that since 1.7 there exists a Problem that prevets that from happening. I have read that creation a SeQ File through TES5-Edit helps to solve the problem I have loaded my .esp file into Tes5Edit and right klicked the esp file > other > create SeQ The SeQ file is located in the Data\SeQ folder correctly. But the Quest still doesnt show up in the journal. What criteria needs to be fullfilled inside the quest options in the creationkit to show up? What am I doing wrong?
Guest Posted October 1, 2015 Posted October 1, 2015 Did you provided a "Name" for the quest? Has the quest at least one Stage and one Objective? Did you set the objective as visible? "Start Game Enabled" does not mean that the quest is in the journal. It only means that the quest is active (scripts running, aliases filled, etc.) when the game starts.
GornoDD Posted October 1, 2015 Author Posted October 1, 2015 Did you provided a "Name" for the quest? Has the quest at least one Stage and one Objective? Did you set the objective as visible? "Start Game Enabled" does not mean that the quest is in the journal. It only means that the quest is active (scripts running, aliases filled, etc.) when the game starts. I gave it a name I created an objective But how do I set it as "visible"?
Guest Posted October 1, 2015 Posted October 1, 2015 I gave it a name I created an objective But how do I set it as "visible"? Something like this, keep in mind that in this example the stage is "10", and the objective is "1", and the Quest is called myQuest: myQuest.start() myQuest.setStage(10) myQuest.setObjectiveDisplayed(1, true, true)
GornoDD Posted October 1, 2015 Author Posted October 1, 2015 I gave it a name I created an objective But how do I set it as "visible"? Something like this, keep in mind that in this example the stage is "10", and the objective is "1", and the Quest is called myQuest: myQuest.start() myQuest.setStage(10) myQuest.setObjectiveDisplayed(1, true, true) Where does that code go? Into the "Quest Script" or the "Objective Fragment"?
Guest Posted October 1, 2015 Posted October 1, 2015 It depends on "when" you want it to happen. As soon as your mod is loaded? Then put it on the main quest script in the OnInit() event. Every time the player loads the game? Inside the OnPLayerLoadGame() event inside the script that you will attach ta an Alias of the quest filled with the player.
GornoDD Posted October 2, 2015 Author Posted October 2, 2015 It depends on "when" you want it to happen. As soon as your mod is loaded? Then put it on the main quest script in the OnInit() event. Every time the player loads the game? Inside the OnPLayerLoadGame() event inside the script that you will attach ta an Alias of the quest filled with the player. ok I tryed putting it into the quest script like this Scriptname fm_LifeofLustProgress extends Quest Event OnInit() fm_LifeofLustProgress.start() fm_LifeofLustProgress.setstage(0) fm_LifeofLustProgress.setObjectiveDisplayed(10, abForce = true) EndEvent But It seems the function needs actually variables to be called of? Thats what the erros says Starting 1 compile threads for 1 files... Compiling "fm_LifeofLustProgress"... D:\Games_Files\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\fm_LifeofLustProgress.psc(6,22): cannot call the member function start alone or on a type, must call it on a variable D:\Games_Files\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\fm_LifeofLustProgress.psc(7,22): cannot call the member function setstage alone or on a type, must call it on a variable D:\Games_Files\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\fm_LifeofLustProgress.psc(8,22): cannot call the member function setObjectiveDisplayed alone or on a type, must call it on a variable No output generated for fm_LifeofLustProgress, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on fm_LifeofLustProgress Does that mean I need to define the variables for stages/states first? Do I need variables for quest name?
Guest Posted October 2, 2015 Posted October 2, 2015 It depends on "when" you want it to happen. As soon as your mod is loaded? Then put it on the main quest script in the OnInit() event. Every time the player loads the game? Inside the OnPLayerLoadGame() event inside the script that you will attach ta an Alias of the quest filled with the player. ok I tryed putting it into the quest script like this Scriptname fm_LifeofLustProgress extends Quest Event OnInit() fm_LifeofLustProgress.start() fm_LifeofLustProgress.setstage(0) fm_LifeofLustProgress.setObjectiveDisplayed(10, abForce = true) EndEvent But It seems the function needs actually variables to be called of? Thats what the erros says Starting 1 compile threads for 1 files... Compiling "fm_LifeofLustProgress"... D:\Games_Files\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\fm_LifeofLustProgress.psc(6,22): cannot call the member function start alone or on a type, must call it on a variable D:\Games_Files\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\fm_LifeofLustProgress.psc(7,22): cannot call the member function setstage alone or on a type, must call it on a variable D:\Games_Files\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\fm_LifeofLustProgress.psc(8,22): cannot call the member function setObjectiveDisplayed alone or on a type, must call it on a variable No output generated for fm_LifeofLustProgress, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on fm_LifeofLustProgress Does that mean I need to define the variables for stages/states first? Do I need variables for quest name? You cannot use the script name as quest. Add a property like: Quest Property thisQuest Auto and replace the script name (in the code) with "thisQuest". And don't forget to fill the quest property with the quest itself.
GornoDD Posted October 2, 2015 Author Posted October 2, 2015 You cannot use the script name as quest. Add a property like: Quest Property thisQuest Auto and replace the script name (in the code) with "thisQuest". And don't forget to fill the quest property with the quest itself. It finally worked. Thanks again mate. If I had your coding knowledge, I would turn skyrim into a perverted wonderland
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