Jump to content

[LE] Mod to start up on quest completion


Recommended Posts

Hey,

 

so, I have obviously no idea what I'm doing and no experience whatsoever on making mods. That's why I could use some help.

 

I've been checking various tutorials and the CK wiki etc but couldn't get an answer from there so maybe someone here can help...

 

I'm planning a mod that's mostly told through letters and notes, delivered by the courier or added to your inventory during sleep times.

 

I'm pretty sure I can deal with that it's just the starting point that has me somewhat confused.

 

I read that you can add certain conditions to a change location even and that's what I did. Condition being that Dragon Rising is complete, so you're probably in Whiterun or still in Dragonsreach when the mod should start up on the next change location event to send out the courier with your first note and starting the quest.

 

My problem is the 'Run on' function. What am I supposed to put in there?^^ I could go ahead and try every single option, and try it out in game but if someone could explain it for future reference or someone with the same problem as I, would be great.

 

Thanks in advance.

Link to comment
Share on other sites

There are chained quests in the mages guild where once you finish one quest the other starts. Look in the UESPWiki for their quests and quest IDs. When MG01 First Lessons ends the quest MG02 Under Saarthal automatically starts. Open up MG01 to see how they do it in the CK.

Link to comment
Share on other sites

Not sure what 'Run on ' has to do with the Change Location Event.

 

Probably nothing?^^ I have no idea, sadly.

 

You got to put something in there though, right?

 

I've been reading here: https://www.creationkit.com/index.php?title=Category:Conditions where it says: The "Run On" field is used to indicate the actor or object on which the condition function should be "run" or checked.

 

It's just... like, I don't know if the actor aka probably the player for finishing the quest, or object aka maybe the quest itself? is important here or if I'm understanding the whole thing completely wrong and need a dictionary to explain what all that means. I've also been thinking about the change location event and throwing that out in favor for the enemy kill event (aka killed the dragon) in the hope that this is easier, maybe... There shouldn't be a run on field then? Because it should be run on killing the dragon. Or maybe on Target for the dragon that has been killed... or reference? I'm clueless. Like I said, I haven't had any experience with ck at all and modding or scripting or what have you. The only thing I've done was some stuff in school like 20 years ago with some program where all I remember is the if-when-then-else or something along those lines. I'm pretty sure it was called Pascal... ;)

 

So, yeah, probably bit off more than I can chew with the mod I'm trying to make but since no one else has done something like that afaik, and I'd really like to have it in my game... why not make it myself and be done with it, you know? It's just... hard to go in without any experience or knowledge at all.

 

I have ideas coming out of my ears but no way to make them a reality, I'm trying to change it.

Link to comment
Share on other sites

Ah got you; as you can see from the tutorial the Target is the player if you want the event to trigger a quest when the player enters the location. So yese it's 'run on' the player.

Link to comment
Share on other sites

If I wasn't so tired from a long workday I'd try it right now...^^

 

Another question, if you don't mind too much?

 

I've been following a tutorial on youtube for creating the quest (except for the starting conditions, that were set on game start and I don't want that^^). The way they got the note to the courier was to place the note at the player on quest start, with a script, placeatme or something (too lazy to check right now, sorry >_<) so the note would spawn at the players feet before being pulled into the container for the courier to pull from (am I making sense?^^)

 

Is there another way? I don't mind too much for that to happen but if the player is fast enough, you would be able to look down and pick up the note before it get's pulled away (as they said in the tutorial). Can I just let it spawn in any cell other than where the player is (far away from whiterun for example, since the player should be in or around whiterun at that moment when the quest kicks in). Or is there any other way to make sure the note get's into the courier container to get pulled from?

 

What do I know, maybe that step is totally useless and the note doesn't have to spawn anywhere first or you can just script spawn it right into courier container or something... In this case, they went with the WICourier aka, afaik, the original one, just with a little something more in there. Or maybe I should just put in a new courier because he'll be sort of busy for a while couriering notes and items to the dragonborn.... decisions, decisions... Is that even possible? Creating a new courier without breaking the original one?

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...