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xH4D3Sy

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Everything posted by xH4D3Sy

  1. No it doesn't. I mean, it doesn't when I'm trying to set the stage from 40 or which ever stage, back to stage 10. The only way I can seem to get it to go back to stage 10 correctly is if I use the command console in-game, and type "setstage testquest 10". But I'm really not happy with that, I don't want to have to type in that command EVERY time, considering my quest is supposed to have multiple objectives. What I'm really trying to do is after you have crafted a weapon or piece of armor and give it to the quest giver, to have it set back to the stage where I ask "What's next?" so I can get the next objective of the job.
  2. I ticked the box that allows for repeatable steps, and at the end of the script when it's at stage 40, I put -- TestQuest.SetStage(10) -- and nothing happens in game. It stays stuck at stage 40...
  3. Is it possible to make a quest go back on previous stages? Like if the quest is on stage 30, can I set it back to stage 10, or something like that?
  4. I was trying to figure out how the game was checking whether you had crafted/tempered the iron dagger in the TutorialBlacksmith quest. I thought at first it had something to do with the GetItemHealthPercent() and OnItemAdded() functions, but they weren't in the original quest. So, it turns out that it all had to do with the Story Manager, and quest nodes and stuff. That's where it checks whether the iron dagger, for example, has been crafted and then if it has been tempered. The quest that I'm crating has multiple objectives, and some of them were things such as "Craft and sharpen an iron dagger," so I needed to know how the game was checking that... And I knew it had to be possible somehow, since that's what the tutorial quest was doing.
  5. I finally got everything to work perfectly. Now I'll finally be able to continue working on my actual mod. Thank you very much for your help, I appreciate it. :thumbsup:
  6. Thanks for the help. I pretty much just copied everything word for word from the tutorial quest into a test quest I created. The only problem I'm having now is that the NPC won't talk to me. He just says "Good afternoon." Also, is it possible to skip some of the steps in that tutorial in my own quest? Like say if I want to combine crafting and tempering into one objective, is that possible? Wouldn't I only have to make one blank quest, and then use that quest in for the "WICraftingSmithingTemper" keyword node? I think I understand what's going on with the story manager thing, but not 100% yet.
  7. Hmm... I just checked, and unless I'm looking in the wrong place... I don't see anything other than these in the Aliases tab, and none of them actually have anything about the item: Nothing in that quest actually refers to the iron dagger that needs to be made, unless like I said, I'm not looking in the right place. That's what makes it so confusing, the quest asks you to make an iron dagger and temper it, but nowhere (not that I can see at least) does it show anything that has to do with the iron dagger or tempering it. None of the scripts have anything in them other than SetStage's and SetObjectives in them...
  8. I'm new to these forums, so please forgive me if this thread is in the wrong place... So I have been working on a mod of my own for a couple weeks now, and have gotten the basics laid out for it. Basically what it is in Skyrim, there is an NPC in Whiterun that gives you the choice to "work" at Warmaiden's, as a blacksmith. So, this NPC will give you various tasks, such as "Forge an Iron Dagger," or "Craft a pair of leather boots." Here's my problem... What I'm trying to do is, along with basic crafting tasks, also make tasks where you have to improve said weapon or armor. I can't figure out what needs to be done though, I've messed around with differen scripting functions and junk, but nothing. Essentially, what I want to do is exactly what you do for the Blacksmith Tutorial quest. It's the one where you meet Alvor, or Adrianne. They ask you to forge an iron dagger, and then improve it at the grindstone, etc. What I noticed though is, if you forge that iron dagger, then they tell you to sharpen it, and you DON'T sharpen it, the dialogue topic "Here's an Iron Dagger," or whatever doesn't appear. How does the game check whether that weapon has been improved or not? Is it something in scripting, becuase I have looked at the script for the original blacksmith tutorial, and there isn't anything there other than: .SetObjectiveCompleted(30) .SetObjectiveDisplayed(40) Can someone please help me, or at least tell me what I'm missing? I am seriously stuck... :wallbash:
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