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Basic quest making that starts from book?


KnightRangersGuild

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Ok so here's what I'm trying to do... I have made a huge mod i've been working on for months, it's a questing mod that has many new custom weapons and armor and new items. Unfortunately, I was to secure in my knowledge of the creation kit and made the mistake of saving the quest making for last and now I'm totally stuck!

I've successfully created a quest mode before so I have some knowledge of quest making but very limited. That being said I've searched and searched for the proper tutorial but there simply are none!

I need help creating a very BASIC quest that only starts after reading a book, there's not even any dialogue needed which is why I can't believe noone has done this tutorial on this???????????? Seriously? That makes absolutely no sence. All the tutorials out there strictly deal with dialogue! That's like trying to teach a high school student about quantum physics dude! Lol, So that's why I'm here and I really hope someone can help me, I've worked very long and hard on this mod and i just know everyone will love it!

Basically I need to create two types of quests but both are relatively similar. First I need a quest to start after reading a book, and also I need a quest to start after reading a wanted poster. I imagin both are done the same way but I really do need help.

 

 

P.S. Please help as the mod is almost fully complete and ready for release except for these quest.

 

Thank you Nexus community

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Hey, I am really new to scripting in Payprus and to the CK but I think the answer for that would be to attach a script to the book and when the play reads it start the quest (like you would via dialog), like I said I don't know much about scripting yet but I am sure there is an event for when the player reads a book

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There are two easy ways to accomplish this, you'd use one of the other depending on the quest. If you need a specific reference to trigger it or instead you want every instance of the book to start the quest, if for example, it can be bought or obtained in different ways. Both are really easy as there are vanilla default scripts, just attach them and setup the properties for quest and stage.

 

A) Setup an alias pointing to a specific book/note reference and add the following script to the alias: DefaultOnReadSetQuestStage

Then set the properties and done!. Only the reference pointed by the alias will trigger the quest. And since alias has to be filled then you need to set the quest to start game enabled and starting on a empty stage "0". Then you read the book and it sets to the actual first stage "starting" it.

 

B) Open the base object itself, the book/note and add the following script: DefaultOnReadSetQuestStageNotAlias

Then set the properties and done!. All instances of the book will trigger it and you don't need to set the quest as start game enabled, in fact, better if you don't, the book/note will start it.

Edited by FrankFamily
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It's quite impossible to do this without a tutorial, I've been looking for two days for a tutorial on a simple f*#@ing book quest and there is none! No wonder theres not a lot of quest mods out there. I'm giving up and just making the quest a clue followed quest or something, it just won't have any quest arrows pointing where to go or any immersive text. Woopty do! Who needs that stuff anyway.

I've even tried duplicating an existing book quest and but obviously that wont work either unless i change a ll the scripts.

I've ttried adding the script to the book as you suggested again since I've tried this once before already but it didn't work.

I definitely appreciate all of your help and will keep checking back to see if anyone can help or maybe have more advice.

 

Aslo if anyone want to perhaps make theses quest for me i will gladly pay you, it's just that I've worked so hard on this mod I'd hate to abandoned this mode just because of a simple f*#@ing book quest that should only take two hours to complete.

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Where exactly are you stuck? You said you needed to trigger it via reading a book, that's done as i told before, it's really straightforward. If you have little experience with quests you will probably want to go with option B: AddingDefaultOnReadSetQuestStageNotAlias to your new book. As long as it's not a vanilla book you need to trigger the quest with this method is fine.

 

Is your issue with adding the script to the book or filling the properties? This tutorials covers the fundamentals of properties, note since you are using a vanilla script you won't be modifying the script itself, just add script, hit properties, set them up to point to your quest and the stage that starts the quest.

 

The quest itself is all set, with stages, papyrus fragements handling objective progression, etc? I'd recommend this tutorial and the rest of its series for that.

 

As for having a quest target, the series above covers it afaik. Mainly you need to make an alias that points to the next objective, be it an actor, an item or whatever. On the objective tab there's a drop down menu to choose the alias that is the target of each objective.

 

Anyway, if you have any other specific question don't hesitate to ask

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Well basically My first quest I need to start upon reading a book. Sounds simple enough. But the one I'm working on now is just a wanted poster to start the quest upon reading it or perhaps even entering the players inventory. To go and kill an npc and that's it. Of course i would very much like to make it a bit more immersive, like killing him, retrieving his sword and taking it back to claim the reward or choose to just keep the sword.

I'm afraid this might just be a little to complcated for me though...

Thanks a lot Frank for being patient with me , I've got a couple ideas i'm going to try real quick. I'll be back to let you know if im successful.

 

Oh and by the way yes the quest is made and everything looks right except i still don't know how aliases work.

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The second tutorial (the one which is a series) i linked explains pretty well (imo) how to make a kill-and-retrieve quest so could be a starting point for your idea of retrieving a sword.

 

As for aliases, the above tutorial series covers making a few aliases for the quest giver, quest target to kill and item to retrieve, pretty much the usual things.

Basically an alias points at a reference, be it previously defined in ck or a reference the games finds at the moment of filling the alias based on some conditions, normally you'd use the first kind, which within ck is "force specific reference" (or something like that). Once pointed at a refence you can use it as an objective target, you can add scripts to it that will work just like if they were added to the base object (except their scripts extend referencealias), add stuff to their inventory, etc. All this stuff will remain for as long the alias remains filled (until quest ends/stop or script forced).

Edited by FrankFamily
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Thanks for the help guys but no matter what I try i can't make it work and im getting way to frustrated with it and it's causing me to have a bad attitude so im afrade i must admitt defeat on this one. Obviously quest making if far over my head. But I'm not throwing in the towel just yet, i think im just going to take a break and look for other ways to make the quest. In fact if i have to i will develop my own questing system.

So i will try again in a couple days, thanks again.

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