Quest not starting

Post » Sun May 18, 2014 3:22 am

Hello again,

I've been working on a quest but it won't start.

I have tried starting the quest directly using papyrus:

Quest Property myQuest Auto
event onRead()
myQuest.Start()
myQuest.setStage(10)
Debug.Trace("Quest started..") ((I can see this trace in the logs))
endEvent

Also, my quest's dialogue does not work at all, noone is willing to sprout my lines.

I suspect the quest simply is not uncluded in the game at all.

Does anyone know what might be the problem?

User avatar
Life long Observer
 
Posts: 3476
Joined: Fri Sep 08, 2006 7:07 pm

Post » Sun May 18, 2014 1:24 am

Have you filled the quest property?

Since you mention the dialogue is not working, i assume you have managed to start the quest at some point, but incase this isn't true i have included checking alias's

Set any alias's to optional in your quest, if your quest starts you have at least one alias failing to fill. Then use the console command

SQV myQuest

where myQuest is the name of the quest. This will list the alias's. Any References which have NONE have not been filled.

User avatar
Captian Caveman
 
Posts: 3410
Joined: Thu Sep 20, 2007 5:36 am

Post » Sun May 18, 2014 7:34 am

I belive i have filled in the quest properly, but the quest never starts (I never get the in-game "Quest started: XXXX" or the quest in my journal.

SQV Revealed that the quest IS active and running though, and my papyrus script does make the quest advance. But it does not show up.

SQV Revealed 0 aliases.

User avatar
City Swagga
 
Posts: 3498
Joined: Sat May 12, 2007 1:04 am

Post » Sat May 17, 2014 10:56 pm

On the quest data tab, have you given the quest a name?

If only the ID box is filled, but not the name, then the quest will start but without any notification.

Also for my quests, i give them a priority of 60, and set the type to side quests.

User avatar
Minako
 
Posts: 3379
Joined: Sun Mar 18, 2007 9:50 pm

Post » Sun May 18, 2014 1:49 pm


I belive it's all correct.

The quest has a name, a priority of 60, but does not show up in-game.

User avatar
kiss my weasel
 
Posts: 3221
Joined: Tue Feb 20, 2007 9:08 am

Post » Sat May 17, 2014 10:15 pm

Enter GetQuestRunning QuestName into the console.

If the output is 1, then it is running. There was no notification because there are no current objectives to be displayed in the quest journal.

User avatar
James Wilson
 
Posts: 3457
Joined: Mon Nov 12, 2007 12:51 pm

Post » Sat May 17, 2014 11:38 pm

Is your quest "start-game-enabled"? make sure it is NOT or you may have to do some small change to make it work.

User avatar
Jerry Jr. Ortiz
 
Posts: 3457
Joined: Fri Nov 23, 2007 12:39 pm

Post » Sun May 18, 2014 3:59 am

Thanks Enter_77! that was the problem indeed. The only problem now is trying to get the actors to use the text i wrote. I followed the tutorial on http://www.creationkit.com/Bethesda_Tutorial_Dialogue but so far i have not been able to convince the actors to overcome their shyness and talk.

User avatar
MR.BIGG
 
Posts: 3373
Joined: Sat Sep 08, 2007 7:51 am

Post » Sun May 18, 2014 8:04 am

If there are any conditions set in the "Quest Dialogue Conditions" box under the Quest Data tab, make sure they're not excluding the NPCs with dialogue. If the quest is marked as "Start Game Enabled", a SEQ file will need to be generated through TES5Edit.

Also check the conditions for the starting topic in a dialogue branch allows for the NPCs to speak the topic at the specific moment during testing.

User avatar
Rusty Billiot
 
Posts: 3431
Joined: Sat Sep 22, 2007 10:22 pm


Return to V - Skyrim