Imperial Requisition Quest: Topic Trouble

Post » Sat Mar 26, 2011 4:57 am

I am working on a quest mod.

I have made some scrolls that tell the player to obtain some items. After getting the items the player then gets a reward from an NPC.
This NPC also sells the scrolls.
A topic is supposed to appear when the player has both the scroll and the items listed on the scroll. The player chooses the topic then the document and quest items are removed and a reward is added to the player's inventory via result script.

The problem I have is that I can't get the topics to show up.
The 'Deer Hunter I' topic hasn't showed up despite having everything needed from the scroll.
The scroll I am testing request 10 pieces of venison and the scroll for 210g.
------------------------------------------------------------------------------------------------------------------------------
Here is some more info:

The add topic script:
Active Mod Files:00  Oblivion.esm01  Francesco's Leveled Creatures-Items Mod.esm02  Francesco's Optional New Items Add-On.esm03  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]04  Mart's Monster Mod.esm  [Version 3.7b1]05  TamrielTravellers.esm  [Version 1.37a]06  FCOM_Convergence.esm  [Version 0.9.9a7]07  underdark.esm08  CM Partners.esm09  CyrodiilUpgradeResourcePack.esm0A  Armamentarium.esm  [Version 1.2.2]0B  Zedar.esm0C  bgBalancingEVCore.esm  [Version 10.0EV-D]0D  CLS-Craftybits.esm0E  Cobl Main.esm  [Version 1.71]0F  Unofficial Oblivion Patch.esp  [Version 3.2.0]10  DLCShiveringIsles.esp11  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]12  Francesco's Optional Chance of Stronger Bosses.esp13  Francesco's Optional Chance of Stronger Enemies.esp14  Francesco's Optional Chance of More Enemies.esp15  Francesco's Optional Leveled Guards.esp16  DLCHorseArmor.esp17  Mart's Monster Mod - Shivering Isles.esp  [Version 0.17]++  FCOM_Francescos.esp  [Version 0.9.9]18  300_Lore Dialogue.esp19  Damsels In Distress.esp1A  Encyclopaedia Cyrodilica.esp1B  ImpeREAL Empire - Unique Castles - All The Castles - Merged.esp1C  ImpeREAL Empire - Unique Forts.esp1D  IngredientsInBulk.esp1E  Zedar.esp1F  Crowded Cities 15.esp20  Crowded Roads Revisited.esp  [Version 1.0]21  Choices and Consequences.esp22  C&C - The Blackwood Company.esp23  Lem - Hotkey Cyclers.esp++  EVE_StockEquipmentReplacer.esp24  Blood Widow.esp25  PersuasionOverhaul.esp26  PersuasionSI.esp27  HRMHorseArmor.esp28  Francesco's Optional Files.esp++  FCOM_ExnemRuneskulls.esp  [Version 0.9.9]++  ArmamentariumLLMagic.esp  [Version 1.05]++  ArmamentariumLLArmaVendor.esp  [Version 1.2.2]29  Choices and Consequences - MMM.esp  [Version 0.1]++  FCOM_SaferRoads.esp  [Version 0.9.9]++  Mart's Monster Mod - No Giants.esp  [Version 3.6beta]2A  Mart's Monster Mod - Vindasel.esp  [Version 3.7b1]2B  Mart's Monster Mod - Foxes.esp  [Version 3.7b1]2C  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b1]2D  Mart's Monster Mod - Durzog Addon.esp  [Version 0.10]2E  TamrielTravellers4OOO.esp  [Version 1.39c]----> Delinquent MASTER: Oscuro's_Oblivion_Overhaul.esp2F  TamrielTravellersItemsCobl.esp  [Version 1.38]30  ShiveringIsleTravellers.esp  [Version 1.38]++  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]++  ArmamentariumLL4OOO.esp31  LDEnhancedSI.esp++  EVE_StockEquipmentReplacer4MMM.esp32  Enhanced Quest Roleplaying.esp33  Comp_Cecilia.esp34  delivery_job.esp  [Version .8]35  JSRandomTasks.esp  [Version 1.1a]36  The Ayleid Steps.esp37  Damarask.esp  [Version 1.02]38  bartholm.esp----> Delinquent MASTER: bgBalancingEVCore.esp39  DS Less Predictable Respawn.esp  [Version 1.1]3A  Elys Invest More.esp++  Essential_Trainers-8374.esp3B  Friendly Hits up 20 points.esp3C  Increased_Training_Allowance-1853.esp3D  talkwithyourhands PI4.esp----> Delinquent MASTER: personality_idles4.esp3E  CLS-Craftybits.esp3F  MidasSpells.esp40  Poison Equipper.esp41  Enchanting Enhanced.esp42  Grandmaster of Alchemy.esp++  Francesco's Slower skills x1.5.esp43  personality_idles4.esp44  CM Partners.esp45  CM Partners NPC.esp46  CM Partners More NPCs.esp47  bgMagicEV.esp  [Version 1.7EV]48  Cobl Races - Balanced.esp  [Version 1.50]++  EVE_KhajiitFix.esp49  CleanQuit.esp4A  Streamline 3.1.esp4B  GP_Call Steed.esp4C  CDM-Dual.esp4D  Elven_Gardens_Apartment.esp4E  Celestiel - EV.esp4F  ICTradersApartment.esp50  Zira's Battle Horse Shop.esp51  DontCloseMYGates.esp++  CM Partners No Practice fix.esp52  Centurion Castle Merged Plugin.esp53  Vibliribland's Dungeon Merged Plugin.esp54  BulkAlchemyIngredients.esp55  Cobl Glue.esp  [Version 1.69]56  Cobl Si.esp  [Version 1.63]++  Cobl Tweaks.esp  [Version 1.44]57  Cobl Races.esp  [Version 1.52]++  MMM-Cobl.esp  [Version 1.69]58  ExnemRuneskulls.esp59  Transfer Enchant.esp5A  NPC Merged Plugin.esp++  MoreEnemiesSI.esp++  FCOM_TamrielTravelers.esp  [Version 0.9.9]++  TurretDisable.esp5B  nt_CompanionForceEquip.esp5C  Bane's Merchant Upgrade Merged Plugin.esp++  SI Difficulty Increase.esp++  Item interchange - Extraction.esp  [Version 0.74]++  Item interchange - Placement for FCOM.esp  [Version 0.74]++  Item interchange - Placement.esp  [Version 0.74]5D  Ultra Vendor Chest.esp5E  Extended NPC Merged Plugin.esp5F  FCOM_Convergence.esp  [Version 0.9.9]----> Delinquent MASTER: Oscuro's_Oblivion_Overhaul.esp60  FCOM_DurabilityAndDamage.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]++  FCOM_Cobl.esp  [Version 0.9.9]++  FCOM_SpawnRatesSlightlyReduced.esp  [Version 0.9.9]61  TheElderCouncil.esp62  Copius Coinpurse fix 1b.esp63  TRoN.esp64  Bashed Patch, Lornloth.esp65  CLS-CMHotKeys-OBSE.esp66  bgBalancingEVCore.esp  [Version 10.0EV-D]67  Oblivion Alive.esp68  a1td_Req Quest Topic,Faction, Document 1aa WORKING.esp69  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]6A  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]6B  Oblivion Citadel Door Fix.esp6C  Oblivion XP.esp  [Version 4.1.5]

User avatar
Ross Thomas
 
Posts: 3371
Joined: Sat Jul 21, 2007 12:06 am

Post » Sat Mar 26, 2011 6:11 pm

bump
User avatar
Ben sutton
 
Posts: 3427
Joined: Sun Jun 10, 2007 4:01 am

Post » Sat Mar 26, 2011 10:57 am

I decided to change the condition from GetInFaction to GetisID so that the NPC that uses the topic will say what he needs to say.

How do I make it so that the condition works for all faction members rather than a single NPC so that the topic will work for all faction members?
User avatar
Gill Mackin
 
Posts: 3384
Joined: Sat Dec 16, 2006 9:58 pm

Post » Sat Mar 26, 2011 1:58 pm

what you could try is create a custom class for your npc's.. it will also add a few options like arrest and fines if you want.

GetIsClass ClassID

using this syntax.

i hope this helps ..using a combination of factions and classes (where you will use the class in the conditions) offers more control.
User avatar
Grace Francis
 
Posts: 3431
Joined: Wed Jul 19, 2006 2:51 pm

Post » Sat Mar 26, 2011 4:19 pm

Thanks I will look into this.
User avatar
Emmi Coolahan
 
Posts: 3335
Joined: Wed Jan 24, 2007 9:14 pm

Post » Sat Mar 26, 2011 3:23 pm

A little side question. what is that stray endif doing there? Or did you just edit the script for the post here :) ?

As you should normally block it of for a bit a bit as you only need to add the topics once.
At that same time (as you could alter a questvariable), you can check if the topics are added using SQV 'YourQuest'.
As the variable would be changed.

That RemoveItem (1tdREQDOC004A) could post some trouble later, as it starts with a 1...it could expect a form-id and therefore refuse to execute (The result script.) properly.
I wouldn't set the Quest-Item to == either, but rather to >=. That way if the player has more than 10 of the quest item they'll also be able to proceed.
I guess the 10 check, then 20 venison get removed was a typo?
User avatar
gemma king
 
Posts: 3523
Joined: Fri Feb 09, 2007 12:11 pm

Post » Sat Mar 26, 2011 4:54 pm

The stray 'endif' was from another script used to make this one. I removed it.

10 and 20 venison thing is a typo, my bad.

Once I changed the == to >= the topics showed up and the quest is working now even with the 1tdREQDOC004A as the ID.

So far so good as far as this part of making this quest system.
I decided to make 50 topics and about 40 of them have a quest for them right now while the others are just spare topics. So far everything is working with this plugin (that I know of it is about 30-40 topics) but not everything is working with the other one...

This other plugin is based upon hunting goblins and requires Martigen's Monster Mod in order to work.
The premise is that there is a requisition agent at Skingrad Castle that sells quests to the player that ask the player to hunt goblins that are members of the 7 goblin tribes and bring back 20 shields from either tribe as proof for the reward
example: 20 White Skin Goblin Shields = 2000 septims.

For some reason the topics aren't showing up in the dialogue for the quest giver so that I can click it and receive a reward for it such as the above plugin with the deer.


Here is some info:

scn a1TDGOBRequisitionScript1abegin GameMode						AddTopic A1TDRGOBquestTopic001a		AddTopic A1TDRGOBquestTopic002a		AddTopic A1TDRGOBquestTopic003a		AddTopic A1TDRGOBquestTopic004a		AddTopic A1TDRGOBquestTopic005a		AddTopic A1TDRGOBquestTopic006a		AddTopic A1TDRGOBquestTopic007a		AddTopic A1TDRGOBquestTopic008a		AddTopic A1TDRGOBquestTopic009a			AddTopic A1TDRGOBquestTopic010aend



TOPIC NAME:
Request: White Skin Raid
TOPIC ID: A1TDRGOBquestTopic004a

RESULT SCRIPT:
Player.AddItem Gold001 2000Player.RemoveItem goblinshield4 20Player.RemoveItem A1TDRGOBDoc004a 1


Does a result script of this nature need to be in a certain order? Does player.additem and removeitem need to be placed a certain way?



CONDITIONS:yes/GetItemCount/goblinshield4/ >= 20yes/GetItemCount/A1TDRGOBDoc004a/ > 0 no/GetIsID/A1TDRGOBagent1a/ ==1

User avatar
C.L.U.T.C.H
 
Posts: 3385
Joined: Tue Aug 14, 2007 6:23 pm

Post » Sat Mar 26, 2011 6:16 pm

At that same time (as you could alter a questvariable), you can check if the topics are added using SQV 'YourQuest'.
As the variable would be changed.


I don't understand.

What is SQV?
User avatar
Emily Shackleton
 
Posts: 3535
Joined: Sun Feb 11, 2007 12:36 am

Post » Sat Mar 26, 2011 8:28 am

I don't understand.

What is SQV?
SQV is a console command which lists outs all variables belonging to the quest
User avatar
Andrea Pratt
 
Posts: 3396
Joined: Mon Jul 31, 2006 4:49 am

Post » Sat Mar 26, 2011 6:22 pm

Bump.
User avatar
Tyrel
 
Posts: 3304
Joined: Tue Oct 30, 2007 4:52 am

Post » Sat Mar 26, 2011 8:19 pm

When I used SQV the game told me that it could not find my quest or its variables.


This is the quest scripts it is intended to add topics:

scn a1TDGOBReqScript1abegin GameMode			AddTopic aaTDGOBQTop001a				AddTopic aaTDGOBQTop002a		AddTopic aaTDGOBQTop003a		AddTopic aaTDGOBQTop004a			AddTopic aaTDGOBQTop005a		AddTopic aaTDGOBQTop006a		AddTopic aaTDGOBQTop007a				end


Is the topic not showing up because of the use of items from another mod?
I'm using the goblin shields from Martigen's Monster Mod's ESM for this quest.



Player.AddItem Gold001 2000Player.RemoveItem A1TDRGOBDoc004a 1Player.RemoveItem Goblinshield4 20



I wouldn't mine e-mailing the esp to someone so they can look at it.
User avatar
Charlotte Henderson
 
Posts: 3337
Joined: Wed Oct 11, 2006 12:37 pm

Post » Sat Mar 26, 2011 11:40 am

bump
User avatar
Shelby McDonald
 
Posts: 3497
Joined: Sat Jan 13, 2007 2:29 pm

Post » Sat Mar 26, 2011 2:52 pm

I fixed it. The problem was that I had colons in the topic for the dialogue. So play tested and everything should run smoothly so there should be a release for the Goblin hunting quest soon thanks for your help guys.
User avatar
CORY
 
Posts: 3335
Joined: Sat Oct 13, 2007 9:54 pm


Return to IV - Oblivion