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Quests? Yeah, this can't be done


BlueSteelRanger

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Salutations again, Nexus!

 

So I've been stuck in my mod-making for a couple of weeks now and it's honestly, infuriating at this point.

 

I've tried following tutorials on UESP and Chorrol-dot-com, and even TESAlliance. They're all usually quite awesome re: tutorials. I've learned a LOT from them and here alike. I've got a big idea/dream to create a decently sized mod with a couple of Player Homes (three), a Worldspace, NPC's friendly and not and even a possible guild-and-questline.

 

I know. Big dreams for little britches, right? Haha.

 

Except now, I can't seem to do this. Like, at all. It fails. Every. Time.

 

I've got the quest giver.

I've got the "Thing To Fetch".

I've got baddies to kill in order to get the Fetchy Thing.

I've got the Conditions (IsPlayableRace, NotInSEWorld, the specific NPC being able to say the questy stuff).

 

I've had either "Nothing triggers at all" or, in a worst-case scenario, a Loading Screen Freeze.

 

I'm kinda losing hope here. How in the world do y'all conquer this?

 

Love y'all.

--BSR

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There is one script to the Fetch Object to move the story along. As in "You have the Fetchy Object, now go return it". That's really it, unless the "Setstage" bits count? You know, "Setstage 10" to "20", etc. in the "Result Script" section under Topics. Or is that not always necessary?

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Quest stages need to be advanced in some manner. Depends on what will trigger the stage advance for which manner you will use.

 

If the quest is supposed to advance after you talk to somebody then a dialogue result script would be used ... if it's when you enter a certain cell or pick up a certain object or some other similar type thing then you'd advance the quest in the quest script or some other associated script.

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So the dialog is the problem? In that case I would check these things:

 

1. Is your quest running?

As I wrote earlier the quest must be started first to make its dialogs and topics run. If you haven't some trigger, ticking "Start game enabled" should do.

 

2. Is your topic added?

There are several ways to add topics, for you it could be easier from quest script itself (although this can be slow):

scn BSRFetchQuestScript

...
short questgiverplea
....

begin GameMode
   if questgiverplea == 0
      AddTopic BSRQGPleaTopic
      set questgiverplea to 1
   endif
   ....
end

3. How is your topic filtered?

It's good to filter this topic to show only when you are speaking only to this "Quest Giver" and no one else. These conditions should do:

 

(GetIsID QuestGiver == 1.00) AND OnTarget(GetIsID Player == 1.00)

 

In addition you can add another conditions, for example not to show this topic on later stages etc.

Edited by RomanR
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Hmmm. I think I will try that.

I may alter this thing so it starts when Player picks up a book/newspaper.

 

So, let me see if I have this right.

 

Quest: Start Game Enabled (yes). Get IsPlayableRace (yes), GetInSEWorld (no), Quest Priority (I'm guessing 60 would be good to start with?).

 

Stage 0 = nothing yet.

Stage 10 = Pick up the paper / hear someone talk about Quest Giver (Topic Added)

Stage 20 = Quest Giver does his spiel

Stage 30 = Fetch the Thing

Stage 100 = Happy Quest Giver, Player gets a cookie, Stopquest script goes and you're done.

 

In the STAGES or is it the TOPICS that you need the "SetStage == (next stage to trigger)"?

Is it possible to test in-game individual quest stages? (As in, to make sure they work/trigger)?

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Yes, quests aren't progressing automaticaly, so to my knowledge you must always use SetStage command somewhere. As for checking them one by one it depends how is your quest structured. For example if particular stage is triggered by owning an item, you must posses this item first etc.

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