OK, two weeks later I'm still stuck at the same place.I have a quest;
I have a dialogue.
The quest has a starting condition
Code:
Dialog line chosen "By all the gods girl, what are you doing..."
It has the right tag, and that line occurs in the dialogue. However, the quest also has on the 'On Phase Completed' property of the 'Quest Beginning' phase, a script which does the following:
Code:
void main(){ PrintString( "bvmain quest started");}
That line never gets printed. Furthermore, later in the same dialogue there is a line "I'll take you.". It, too, is a quest line, and the second phase of the quest (that is, the phase immediately after "Quest Beginning") has as its only 'Completing Condition'
Code:
Dialog line chosen "I'll take you."
This line never becomes available in the dialogue: the NPC never says the line that leads to it.So...The quest engine must be running, and must know about the quest, otherwise it couldn't block the "I'll take you" line.In which case, why doesn't it move on to the second phase when the "By all the gods girl, what are you doing..." line is chosen?Trying to debug this I changed the starting condition to start when the hero had 1 gold - which he has - but still the quest doesn't start.One clue is that I get the following in the log, but I don't know what it means:
Code:
bvhela_suicide.dlg: Invalid quest tag specified for reply EMPTY - tag: bv_qi_hela_ghtp
- the node "I'll take you" definitely does have the tag 'bv_qi_hela_ghtp'.In the conversation m1_cn_deirdre01.dlg in Price of Neutrality, every node leading up to a 'starred' Quest node has 'Conv Type' set to 'Quest', but has no 'Quest Id' value. The starred Quest nodes do have values for their 'Quest Id' property - and the dialogue owner node immediately after a starred 'Quest' tag has 'Conv Type' set to 'Dialog'. My conversation has the two starred nodes essentially on the same branch - and I haven't seen a way around that yet. However, for debugging, I experimentally reorganised it so they were on separate branches, with 'Dialog' nodes following them - and now you can't select
either of them! You can only select nodes which lead towards a link node - and when you get to the link node, if the link leads to a branch of conversation which leads only to a starred node, the dialogue ceases.In the conversation in Price of Neutrality there are a few 'Accompanying' nodes. I infer from context that these are for when the user decides
not to take a quest - but in any case, when I experimentally added one to my conversation it wasn't available either.Again looking back at the Price of Neutrality conversation, its first starred Quest node, "I can look around for some" (the node that kicks of the "hungry as a wolf" quest) has the Quest Id 'm1_q02 QS1 "Hungry as a wolf"'. The name of the quest file is 'm1_q02_food.qst' but the quest doesn't appear to have a tag. So it doesn't appear to be the case that the 'm1_q02' part of the Quest Id is a quest tag (although I could be wrong here). When you play the module, the branch leading to "I can look around for some" is available immediately, and there are no error messages of the form 'Invalid quest tag specified for reply EMPTY '.The
Quests chapter doesn't say there's any special or magic formatting to Quest ID values.So I simply don't know what I'm doing wrong here and would hugely appreciate help - because this problem is a total blocker. If we can't clear it, we're stuck.