Need Help With Advanced Dialogue and Scenes Tutorial

Post » Fri Mar 15, 2013 3:25 am

As the title describes the problem I am having is with the "Intermediate Quest Design Series, Chapter 4 - Scenes" tutorial.
The page can be viewed here: http://www.creationkit.com/Bethesda_Tutorial_Scenes

I have a few different problems with how the tutorial is going so I'll list them as follows.

1. In the tutorial two NPC/Actors are executing a scene that is the basis of this section of the tutorial. The scene has a movement component, where they both leave their houses and walk to each other, and then they initiate some dialogue. The problem is that they will walk up to each other as the tutorial shows, but will not engage their dialogue.

2. Towards the end of the tutorial page the guide describes linking the scene to a topic info script related to work created in dialog view ,to create a trigger. The guide implies that the script is already there but is not, and does not describe how to create it ( I did go back to double check if it was explained earlier but could not find it).

3. I have read in both the tutorial and while searching for an answer to my problem on this forum, mention of a console command that can be run in game that can initiate a scene. I have tried using the command that is mentioned but it will not work, i am guessing some sett-up needs to be created in Creation Kit for this in-game command to run. For the nature of explaining, the scene is called DSQ01BenduGilfeScene2. If i can get an in depth walk through of how to create that trigger that would be great ( meaning what needs to be done in Creation Kit as well as the in-game command using my example scene name).

4. Currently i have the Scene to begin when the quest starts up via the check tab. I have tried to set conditions for the scene to start later, for example using a stage condition of "=> 10" but it doesn't work. Some clarification on how to set that up would be great.

Now for some background

1. I am using "Clean" saves to test my mod. I am also only running the mod(and no others, including Official DLC's) created in CK for this and nothing else, both in CK and in the game.

2. Here is the Script for the mod, please note that i am not having a compile issue.

Spoiler
;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment;NEXT FRAGMENT INDEX 12Scriptname QF_DSQ01_020012C4 Extends Quest Hidden;BEGIN ALIAS PROPERTY Thief;ALIAS PROPERTY TYPE ReferenceAliasReferenceAlias Property Alias_Thief Auto;END ALIAS PROPERTY;BEGIN ALIAS PROPERTY Bendu;ALIAS PROPERTY TYPE ReferenceAliasReferenceAlias Property Alias_Bendu Auto;END ALIAS PROPERTY;BEGIN ALIAS PROPERTY Amulet;ALIAS PROPERTY TYPE ReferenceAliasReferenceAlias Property Alias_Amulet Auto;END ALIAS PROPERTY;BEGIN ALIAS PROPERTY Gilfe;ALIAS PROPERTY TYPE ReferenceAliasReferenceAlias Property Alias_Gilfe Auto;END ALIAS PROPERTY;BEGIN FRAGMENT Fragment_3Function Fragment_3();BEGIN CODEif (!GetStageDone(20))	SetObjectiveDisplayed(10, False)endifSetObjectiveCompleted(20)SetObjectiveDisplayed(30);END CODEEndFunction;END FRAGMENT;BEGIN FRAGMENT Fragment_5Function Fragment_5();BEGIN CODEAlias_Bendu.GetReference().AddItem(Alias_Amulet.GetReference())SetObjectiveCompleted(30);END CODEEndFunction;END FRAGMENT;BEGIN FRAGMENT Fragment_2Function Fragment_2();BEGIN CODESetObjectiveCompleted(10)SetObjectiveDisplayed(20);END CODEEndFunction;END FRAGMENT;BEGIN FRAGMENT Fragment_11Function Fragment_11();BEGIN CODESetObjectiveDisplayed(200);END CODEEndFunction;END FRAGMENT;BEGIN FRAGMENT Fragment_0Function Fragment_0();BEGIN CODESetObjectiveDisplayed(10)DungeonMarker.AddToMap();END CODEEndFunction;END FRAGMENT;END FRAGMENT CODE - Do not edit anything between this and the begin commentObjectReference Property DungeonMarker  Auto  

3. I am checking to make sure my Aliases are running in game with the SQV command, and they are working.

Thanks again in advance, and any more information i need to provide, i will.
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Jennie Skeletons
 
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