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pandagoat

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Everything posted by pandagoat

  1. I can't seem to get the hang of quoting. lol @Matt, On the alias' papyrus you say? I'll have a go at it for the second quest, because the solution to my quest issue has been posted already. Your however presents a convenient alternative which I'll most likely employ in future quests. Thanks :) The way I understand papyrus scripts is that they can be applied to any object, but they must be defined as the objects papyrus script. I've done so already, as advised in many of the tutorials I've grind through.(Went back and checked if I had their load order wrong) Spent a LONG time trying to figure that one out hahaha. Yes, I have a SEQ file. Just so people reading this know: Make a SEQ file using tes5edit by loading your modfile into the tes5edit software, and right-clicking your mod on the loaded list(lefthand side), navigate to "other" and hit the generate SEQ file. bam. Wish I knew this before I started T.T Sorry for that.. Getting used to computers and all. Never imagined myself asking for script help in a forum, as I always believed scripting to be out of my ability. My last post without navy background:
  2. Try those and if they don't work let me know. When you've written all your dialogue and such feel free to PM me if you need any help with the scripting. As I said I don't know if any of these fixes will work, the CK is a fickle thing, however I use many similar scripts in my own mod and they seem to work fine for me. Thanks for the swift reply, Anikma! I followed your advice and placed the SetObjectiveCompleted() before the SetObjectiveDisplayed(), and used OnDying as opposed to OnDeath. This has made my quest functional, save for when the quest is completed it doesn't enter the in-game category of finished quests. This is probably a simple fix as I've played with the settings in the quest for a while in a blind attempt to fix my bugs. My quest now shows the appropriate navpoints, and advances the stages accordingly. (I've got you to thank for this :P) Now there is a matter of my Stage 30. What I want to happen, once the player activates the topic, is to go through the dialogue found in my quest and then get arrested. By whom doesn't matter, so long as the effect of being spoken to, then read your rights and sent to jail is emulated. The way I had tried to set this up was by using a custom faction, assigning it to NPC Braotus(who we kill) and to NPC Denosis(who we talk to in order to complete the quest), and have a guard of the same faction arrest you, or alert the faction of your crime. This part admittedly was half-assed, as I never got to properly test it out within my quest. ​I am unsure how I should accomplish this. Currently I am playing around with the editor in order to create this "scene" without actually using scenes. As a sidenote, you mentioned turning the ak's on and off. I don't understand what is meant by this. Is it a matter of removing the ak in, say, akKiller? Again, thank you for your help. :) Just an overview of what I wish to accomplish in this quest: Player talks to NPC Denosis, gets quest. Player is tasked with acquisition of a key. Player acquires the key and is tasked with killing NPC Braotus. Player kills NPC Braotus and is tasked to speak to NPC Denosis. NPC Denosis(or any other NPC at this point) arrests the Player.
  3. Hello Nexus community! This is my first time posting, so if I violate any rules please let me know through email. :smile: I have a few questions and some head-splitting issues about(mostly) quests. So I'll dive right into the issues I'm facing. My quest is 5 stages long.(two of them, 0 & 40, are my blank-beginning and end stages. three others are what the player sees.) -At stage 10 I am given the quest, and must pick up a door key... Here's my first problem with that. I have assigned the door key(Alias) to objective 10, but the navpoint(little arrow over objectives) doesn't appear. Though the quest can continue on to the next stage. -At stage 20 I must kill a unique NPC. The NPC(Alias) is assigned to objective 20. The navpoint shows above the NPC as normal. However the npc in question, when killed, doesn't advance the stage of the quest. The navpoint remains on him as if he is still alive. -At stage 30 I have to talk to the unique NPC who gave me the quest. This part is largely undone because I wanted to make sure the first two stages are playable before tackling other aspects. (The concept of this stage is to have the player forcegreet the quest giving NPC and then be sent to prison, or to a new location.) I'm not quite sure what you want to look at, so I will try to detail what scripts are being, or attempting to, run for each stage. [==========================================================================================] Stage 10: -Key (the object used to unlock door) Has an Alias attached to object?: Yes(as Forced to the Key (AKA: selected in the render window)) Alias attached to appropriate Objective?: Yes Is PAPYRUS attached to object?: Yes PAPYRUS: propertyname=AAArOPmainquest1 (which is also the name of my quest ID) Scriptname aOPkeystealscript extends ObjectReference Quest Property AAArOPmainquest1 Auto Event OnContainerChanged(ObjectReference newcontainer, ObjectReference oldcontainer)if (newcontainer == Game.GetPlayer())AAArOPmainquest1.SetStage(20)AAArOPmainquest1.SetObjectiveDisplayed(20)AAArOPmainquest1.SetObjectiveCompleted(10)EndifEndEvent [==========================================================================================] Stage 20: -NPC (Braotus, the NPC that the player must kill to advance the quest) Has an Alias attached to object?: Yes(as Unique Actor to the NPC) Alias attached to appropriate Objective?: Yes Is PAPYRUS attached to object?: Yes PAPYRUS: propertyname=KillBraotusQuestAdvancement Scriptname AAArOPBraotusDeath extends ObjectReference Quest Property KillBraotusQuestAdvancement Auto Event OnDeath(Actor killer)KillBraotusQuestAdvancement.SetStage(30)KillBraotusQuestAdvancement.SetObjectiveDisplayed(30)KillBraotusQuestAdvancement.SetObjectiveCompleted(20)EndEvent [==========================================================================================] Stage 30:-NPC (Denosis, the NPC that the player will talk to and ultimately get arrested by)Has an Alias attached to object?: Yes(as Unique Actor to the NPC)Alias attached to appropriate Objective?: YesIs PAPYRUS attached to object?: No PAPYRUS: propertyname= nil(None yet) [==========================================================================================] Now, as far as I know, I am not reaching Stage 20 because NPC Braotus is still alive even after having his health cut to zero and his carcass falling with a "thump".(I've sent him to the afterlife many a time) In addition, Stage 10's objective, the Key, isn't showing its navpoint to me, even though I am at the appropriate stage. Stage 30 is still a bit away. Until I figure out what I've done wrong here I won't be advancing. I've spent nearly 60 hours learning how to make quest and dialogue. Roughly 48 of those hours were without break.(48 straight hours of head bashing, though I learned a lot) If you require extra information please let me know. If anyone has any insight on my dilemma, please divine your wisdom to me! I really want to master the use of the creation kit and develop this mod to its fullest. ~Thank you for your patience and taking the time to read and consider all this!! :3
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