Talk:Bethesda Tutorial Quest Loose Ends
Compilation Error[edit source]
"DungeonMarker.AddToMap() <- Will result in compile errors. If you do know how it would work, please tell how."
- So long as you've defined "DungeonMarker", and it's of type "ObjectReference", this should compile. The tutorial said to do that before your edit, and as far as I can see, your edit breaks the tutorial, so I've undone it for now. If it turns out I'm wrong, please let me know.
- -- Cipscis 21:27, 9 February 2012 (EST)
I don't understand how to do it. Right above is directed to the render window where the marker is in the world. Therefore i assume it is made into alias same way as Thief is, that is "Specific reference" and not "Create reference". Because isn't that the location we want quest to show in the main map? After that was done, i even tried opening "quest objectives" tab, and for stage 20, added new target ref for DungeonMarker to DungeonMarker. It came out with compile errors with or without that, which led me to check how other quests did this. And made the correction to wiki page as they instructed. --Zaflis 21:46, 9 February 2012 (EST)
- If you follow the steps in the tutorial, I don't think you should get a compilation error:
- - Add an ObjectReference property called "DungeonMarker" to the stage 20 script:
ObjectReference property DungeonMarker auto
- - Select the map marker as the target of your new property
- - Edit the rest of the stage 20 script so it reads as the example shown (don't remove your property, of course)
- The script should compile in that state. Did you do something different, or are you getting a compilation error still? If you're getting an error, can you post the entire stage 20 script and the error the compiler gives you?
- -- Cipscis 21:51, 9 February 2012 (EST)
Thanks, it is working now. Just took a while to realize that it didn't mean alias, but a manually made property for the specific script. --Zaflis 22:04, 9 February 2012 (EST)
- Glad to hear you've got it working now :)
- If you think the tutorial should be clearer in that part, and you think you could make it clearer, you can go ahead and reword it a bit.
- -- Cipscis 22:51, 9 February 2012 (EST)
Adding Gold[edit source]
I'm unsure why, but the line for adding Gold isn't working for me. Do I need to add Gold_001 somewhere as a property? --Roarian 22:42, 11 February 2012 (EST)
- Yes, you do. Doesn't this section explain that?
- If following that section isn't enough to get you sorted, could you please give a more detailed error report so we have a better idea of what might be going wrong for you?
- -- Cipscis 15:25, 12 February 2012 (EST)
Killing Bendu[edit source]
Thanks for Tutorial,Out of Order solution worked,But When Bendu is killed,It is necessary Thief disable,Because I can't drop Amulet.Please excuse my poor English. --Yazz 07:23, 13 February 2012 (EST)
Preview button doesn't function properly[edit source]
The preview button has a bad habit of only playing the last sound recorded. It's kind of annoying.--Electrosheep 16:11, 24 February 2012 (EST)
Adding Objective Markers for dummies[edit source]
Okay, I read the tutorial and I thought I understood everything until I got to the adding objective markers. It says to navigate to the reachWind exterior cell and I did that. It then says navigate to Quest stage ten. That statement alone makes me think that I open up my GSQBenduOlo'slasthope quest and select the "Quest Stage" tab. Am I wrong or right there? Next step says to create a new Object Reference (Not sure how to do that but I re-read the entire tutorial up to that stage and never saw anything specific to creating an object reference). Is there a thread anywhere that is simply dedicated to dummies that says step by step on exactly how to create objective markers for your various quest objectives/stages???
i.e. first open this. next click on this tab. next go screw your self retard becuase you're to stupid to mod
Step by step instructions that are laid out for retards. That's what I need. It's really the only thing I don't understand in the entire tutorial and the discussion thread confused me even more. Am I supposed to create a quest alias for the map marker??
- A Reference is just any Object you've put somewhere. The difference between the two was covered back in basics, but probably needs clarifying.
- While using the Creation Kit, there are two ways to make a reference to an object:
- Drag-drop the Object from the list in the Object Window, and drop it into the Render Window.
- Duplicate an existing Object Reference in the Render Window, with Ctrl-D, then change the type of that object with Ctrl-F.
- Hope that helps!--Catwheezle 16:16, 26 February 2012 (EST)
- Thanks anyway but that still doesn't tell me how to put objective markers for m various quest stages and the instructions in the "Loose Ends" portion really doesn't explain it very well. Since never having put a quest marker on anything maybe that should have been discussed before the tidy up portion. Also looking through tutorial videos I don't think anyone has figured out how to mark a quest objective. I haven't seen one tutorial that covers it. Maybe we can get the author to say "okay, first open up GSQ01. next select tab "(what ever the tab is..that's howlost I am from the description), next click here or what ever comes next. Is there anyone out there that can simply break down adding minimarkers to the players map step by step????? —The preceding unsigned comment was added by Cplirby (talk • contribs) 04:32, 27 February 2012
- Ah, I wasn't understanding. So the bit you want clarified is the bit where it says: "Navigate to stage 10 of our quest, and add an ObjectReference property to the script, and call it "DungeonMarker". Select the map marker as the target of the property. Now, edit the stage 10 script so it reads:" ... etc? Hrm. Lemme have a look and see if I can figure out what they mean. This might take some time! --Catwheezle 02:04, 28 February 2012 (EST)
That's exactly where I get lost.
- Cipscis suggested above that you use this line to add the DungeonMarker ObjectReference to the script:
ObjectReference property DungeonMarker auto
- You're right that this is REALLY unclear. There's no instruction on where this line goes, relative to the other two lines, or anything. I assume this one goes at the top of the script. Why it then says after that, "Now, edit the stage 10 script..." when you are, at that point, already editing it, and have just added a line to it... I have no clue. But until I do this tutorial myself, I don't want to edit it. Feel free to do so yourself, though!
If I find the answer I will. I have dedicated hours now to researching and watching tutorial videos just praying that someone out there adds an objective marker to their mod.
- Alright everyone, I believe this is the information you are hoping for:
- In GSQ01, go to the scripts tab. Select the script that's already there. Mine was aptly named, "QF_GSQ01_02000D62".
- Double click on that script, and then hit add property. This is where you select, "Object Reference" and name it DungeonMarker, or whatever you want that name to be.
- Use the "Pick Reference in Render Window" option, select the green MapMarker outside ReachwindEyrie01. ((If done correctly, it should fill in "MapMarker 000B23A3" in the Reference area.)) You're done here.
- Navigate over to the Quest Stages area. In 10, it should already have "SetObjectiveDisplayed(10)", so below that anywhere add in "DungeonMarker.AddToMap()" Assuming, of course, that you named your ObjectReference DungeonMarker.
- Pro tip: don't forget to save, or you'll still think you did it wrong, and spend 10 to 15 minutes bashing your head into a wall.
- --AleKahpwn (talk) 18:42, 8 October 2012 (EDT)
- Alright everyone, I believe this is the information you are hoping for:
HUD Marker Not Appearing[edit source]
I managed to add the map marker quite easily and the map location gets marked, but:
1. there is no arrow pointing to the location in the HUD compass
2. when I look at the journal entry and press M, nothing happens and it doesn't take me to the map location like it should.
How do I add a HUD Compass marker to my mod?
Cheers
SB
No HUD Marker[edit source]
I am experiencing the same problem as SB above. Map marker appears and I can enable fast travel and that works. But, there is no marker on the HUD. Is there another function required to make the HUD marker appear?
-sdm
Same Issue as Many Others...[edit source]
Yes, I cannot seem to complete the DungeonMarker portion of the tutorial. However, I copied the code to my clipboard to display for you guys, so it could help in whatever way that it can.
Here is what I copied:
Starting 1 compile threads for 1 files...
Compiling "QF_GSQ01_02000D62"... C:\Program Files\Steam\steamapps\common\skyrim\Data\Scripts\Source\QF_GSQ01_02000D62.psc(58,25): script property DungeonMarker already defined C:\Program Files\Steam\steamapps\common\skyrim\Data\Scripts\Source\QF_GSQ01_02000D62.psc(58,25): script variable ::DungeonMarker_var already defined C:\Program Files\Steam\steamapps\common\skyrim\Data\Scripts\Source\QF_GSQ01_02000D62.psc(58,25): script property DungeonMarker already has a get function defined C:\Program Files\Steam\steamapps\common\skyrim\Data\Scripts\Source\QF_GSQ01_02000D62.psc(58,25): script property DungeonMarker already has a set function defined C:\Program Files\Steam\steamapps\common\skyrim\Data\Scripts\Source\QF_GSQ01_02000D62.psc(62,15): script property DungeonMarker already defined C:\Program Files\Steam\steamapps\common\skyrim\Data\Scripts\Source\QF_GSQ01_02000D62.psc(62,15): script variable ::DungeonMarker_var already defined C:\Program Files\Steam\steamapps\common\skyrim\Data\Scripts\Source\QF_GSQ01_02000D62.psc(62,15): script property DungeonMarker already has a get function defined C:\Program Files\Steam\steamapps\common\skyrim\Data\Scripts\Source\QF_GSQ01_02000D62.psc(62,15): script property DungeonMarker already has a set function defined C:\Program Files\Steam\steamapps\common\skyrim\Data\Scripts\Source\QF_GSQ01_02000D62.psc(64,25): script property DungeonMarker already defined C:\Program Files\Steam\steamapps\common\skyrim\Data\Scripts\Source\QF_GSQ01_02000D62.psc(64,25): script variable ::DungeonMarker_var already defined C:\Program Files\Steam\steamapps\common\skyrim\Data\Scripts\Source\QF_GSQ01_02000D62.psc(64,25): script property DungeonMarker already has a get function defined C:\Program Files\Steam\steamapps\common\skyrim\Data\Scripts\Source\QF_GSQ01_02000D62.psc(64,25): script property DungeonMarker already has a set function defined
No output generated for QF_GSQ01_02000D62, compilation failed.
Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on QF_GSQ01_02000D62
Let me know what is going on?
ilaughatmyself
Copying Dialogue Info and Same Audio File issue[edit source]
One issue I ran into is when you copy an info, and you edit the existing response, you cannot record new sound - it makes a copy of that info including the path/filename for the sound and you cannot edit it to use the internal recorder or point to a new file. I had to create a new response, which created a new soundfile filename, record it and delete the old response. ChicagoWiz (talk) 19:53, 10 January 2013 (EST)
Minutiae[edit source]
From an old echo someone else said
-- Never set the quest containing the dialogue to "Start Game Enabled"
-- Specify a start-up stage (Very important!)
-- Start the Quest via Script. Before the quest isn't started, the dialogue won't work.
Having followed this tutorial to the letter except for the "Start Game Enabled" and not specifying a start-up stage, the following issues occurred (which may or may not be related)
The stage objective messages were reversed in game. i.e. instead of
Bendu killed, Retrieve amulet,
we had
Retrieve amulet, Bendu killed
irrespective of how the statements like
SetObjectiveCompleted(20) SetObjectiveDisplayed(30)
were placed.
Due to baked in data of saved game with mod prior to the commencement of Loose Ends it was necessary to load to a cell which didn't contain the Bendu Quest mod data.
Issue the following commands from the console:
startquest gsq01 coc mixwatermillworkershouse
(Which Unfortunately doesn't work in a batch file [1]), and save the game there.
Havok problem with items rattling on bench when Bendu is seated at it. Lesser problem with items on small round table (although they cannot be seen rattling), and overturned barrel when he sits on the chair besides them.
Bendu "Don't even think about it" reverts to Keith Szarabajkas voice if viewing Bendu's inventory in sneak mode or "Huh" "What the" "Get away from me" etc. when bumping into him (ActorCollidewithActor.) On first entering his house we also get things like: "I trust you're not planning any trouble. What can I do for you my friend?" "Can I help you?" "You lost?"
I used IdleGetAttention on Bendu in the Misc info "Oh, are you here to help?" Unfortunately this idle continued through the ensuing quest conversation (before the first "GoodBye" flag) when "None" was selected for the idles in his next responses.
If creating new branch with topics in Dialog Views, but cancel out (by oops?), and then save, the Topics and Branches are created, but the BNAMS in Dialog Views are not.
Avoid modifying FXAmbBeamDust_Dim03 by selecting it instead of the thief in the top level of ReachwindEyrie01.
An XLRL record copy for DweDoorSmall01 is created, but benign.
The archive of scripts was created successfully, but the sound files will have to be packed with BSAopt. [2]
For some reason the seq file was not created in Steam or by START steam://rungameid/202480 -GenerateSEQ:BenduQuest.esp
It was created with TESedit however.--Lmstearn (talk) 2015-01-19T08:25:37 (EST)
- The included "Archive.exe" was a much better option for packing the pex, lip and wav files. An archive bsa can be created for "Loose Ends" containing pex and wav files. The psc files can also be included, and if loading a later version of Bendu, an archive for that later version must also be created, as it can then be conveniently installed/uninstalled by a mod manager. Otherwise scripts get mixed up and the quests/aliases don't work properly.
- The Havok problem was cured by a "Reset Havok" from Hadoram's Save Cleaner [3].
- It can also be addressed by this addition to the Havok section in Skyrim.ini (courtesy ShadeMe)
[HAVOK] bUseCharacterRB=0
- Reran with TES5Edit, "Skipped: BenduQuest.esp doesn't need sequence file" as "Start Game Enabled" was unchecked half-way through the tutorial.--Lmstearn (talk) 2015-01-19T08:46:34 (EST)
Missing Script after Re-installing the bsa[edit source]
I somehow inadvertently removed the defaultSetStageOnDeathRefAlias.psc file from the Source folder, leaving the defaultSetStageOnDeathRefAlias.pex in Scripts after packing the bsa. Not a major drama, until re-installing the mod and recompiling all scripts it produced a failed for defaultSetStageOnDeathRefAlias.
All well and good, just go to Bendu's Script box and recompile it / refill properties. Problem was, Edit Source was not available on the right click, but the Properties still could be filled. Removing and re-attaching the script was no problem, except it would still fail on compile, and no right click edit. Strange huh?
Well it finally dawned that a copy of the file was not in Source after all, but in the Dawnguard subfolder- not using Dawnguard DLC btw. Turns out all the scripts available for attachment are pooled from those sub directories as well, but the CK does not list duplicates.--Lmstearn 2015-02-26T15:33:33 (EST)