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ThanksNex1

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  1. This is the script I used. Scriptname FirstHelpQuestscript extends ObjectReference Quest Property FirstHelpQuestProperty Auto Event OnRead() FirstHelpQuest.SetObjectiveDisplayed FirstHelpQuest.Setstage(10)EndEvent If the player has not read the letter nothing will happen. as far as I told you, I will not touch these stupid NPCs and other quests. You need recordings in English, but my game is in Russian. So I need time to translate into English. And see what I have in the mod. I told you before maybe reduce the quest to one rather than have several. Choosing the optimal stages of quests.
  2. Of course for SLE. Don't worry about clean saves. I have several copies of these saves :thumbsup: Well, if you understand, can we start? :smile:
  3. Take a look at these screenshots. Although this may help you understand https://yadi.sk/i/DRN0qjzlodiEpQ https://yadi.sk/i/SI-wuAgAUGvfeg https://yadi.sk/i/ZHf2XosvsruDtA https://yadi.sk/i/oH5X3I-Ul1YoLA https://yadi.sk/i/Y7VKG-8ejVlwmQ https://yadi.sk/i/F5xczhnJTkKHFg https://yadi.sk/i/5BeHaWMrTZJ9Jg
  4. Quest-10-Empty05-Player enters Honning Meadery, finds a letter on the table and reads it. Activation Quest 1.Map marker is activated. Shors Stone target.10-Player Go to Shors Stone. The player got there and witnessed the battle.20-Journal updated. Markers removed.The player joins the battle. The faction he attacks becomes hostile.The faction he is helping becomes friendly.30-Kill all enemies. Markers activated. Log updated.40-Talk to a surviving NPC of a friendly faction. Marker removed. The marker is activated. The magazine has been updated.50-Get to Dragon Bridge. The marker has been removed. The marker is activated. The magazine has been updated.The player made it to Dragon Bridge. Markers removed. The quest is complete. Quest-20-empty05-The player witnesses the attack. The log is updated. Quest activation 2.10-Player helps allies. Markers activated. The magazine has been updated.20-Talk to the leader of the faction. Markers removed. The marker is activated. The magazine has been updated.30-Destroy targets in Dawnstar. The marker has been removed. Markers activated. The magazine has been updated.40-Destroys targets in Winterhold. The marker has been removed. Markers activated. The magazine has been updated.50-Destroy targets in the NighGateTavern. The marker has been removed. Markers activated. The magazine has been updated.60-Return to the leader and talk. Markers removed. The magazine has been updated.70-Receives an award. The quest is complete. Quest-30-Empty05-Marker activated. Talk to the leader of the faction about the task.10-Activation quest 3. The marker is removed. Markers updated. Destroys targets in Whitetun, Rorikstead, RiverwoodThe marker has been removed. Markers activated. The magazine has been updated.20-Destroy targets in Windhelm, Riften, Ivarstead. The marker has been removed. Markers activated. The magazine has been updated.30-Destroy targets in Reach, OldHroldon, Karthwasten. The marker has been removed. Markers activated. The magazine has been updated.40-Destroy targets in Morthal, StoneHill, Falkreath, Solitude. The marker has been removed. Markers activated. The magazine has been updated.50-Destroy targets, enemies in these locations Reachwind Eyrie, Frostflow Lighthouse, Mixwater Mill will be available if the player is the Penitus Oculatus. Magazine updated60-Destroy targets, enemies in these locations Heartwood Mill, Half-Moon Mill, Mixwater Mill, Anga's Mill will be available if the player is for the Dark Brotherhood. Magazine updated70-Markers removed. Log updated to search the body and find the letter in Mixwater Mill. Markers activated. Log updated. (PO body or DB)80-Return to the leader of the faction and give the letter. The marker has been removed. The magazine has been updated.90-Receives an award. The quest is complete. Quest-40-Empty05-Dialogue with the leader of the faction. The magazine has been updated. Markers activated.10-Get to the camp or the altar of the enemy. The marker has been removed. The magazine has been updated. The marker is activated.20-The player has reached the goal. The player is attacked by an enemy. The marker has been removed. The marker is activated. The magazine has been updated.30-Return to the leader of the faction and tell about the enemy. Markers removed. The magazine has been updated.40-Receives an award. The quest is complete. Quest-50-Empty05-Marker activated. Talk to the General or Assassin Leader. Magazine updated10-Markers removed. The task is to wait for the enemy's attack. Magazine updated (if player is Penitus Oculatus)20-Markers removed. The task is to attack the camp and destroy the Penitus Oculatus. Wait for the attack.The magazine has been updated. The marker is activated. (If the player is a Dark Brotherhood)30-Markers activated. Destroy the enemy and protect the General or Boss. Magazine updated40-Markers removed. The marker is activated. Talk to the General or Assassin Leader.50-Receives an award. The quest is complete. About the incident:Phase-1The player left Helgen and talked about the dragon blah blah blah in Riverwood.The player simply logs into Honning Meadery. The player sees a letter on the table. Reads and learns that the Dark Brotherhoodattempts to destroy all agents of the Penitus Oculatus. Quest 1 begins.The player goes to Shors Stone. He will witness the battle.Player attacks ... (player's choice)Point 1For Penitus Oculatus:After the battle, the player will talk to the surviving agent. He will suspect the player first. But seeing that the player has killed the killers, will changehis opinion. The agent will tell the player that there will be an attack on the agents on Dragon Bridge.The agent will ask for help from the player. The player must go Dragon Bridge.Point 2For the Dark Brotherhood:After the battle, the player will talk to the surviving killer. He will be glad for your help. The assassin will tell the player that there will be an attack soonon Dragon Bridge. The killer will ask for help from the player. The player must go Dragon Bridge.Point 3The player made it to Dragon Bridge. The quest is complete. Phase-2The player will witness the assassins attack the Penitus Oculatus agents. Quest-2 beginsParagraph 1For Penitus Oculatus:The player helps the agents and kills the assassins. After the battle, the player will talk to the commander.The commander will tell the player that there will be new attacks on agents. And the player must help them.The player will go to the location that the commander said. The player kills all assassins.After all the assassins are killed, the player returns to the commander and says that his agents are alive.The commander gives a reward for helping.Point 2For the Dark BrotherhoodThe player helps assassins and kills agents. After the battle, the player will talk to the leader of the assassins.The leader will say that soon other assassins will attack other agents. And the player must join the attack.The player will go to the location that the leader of the assassins said. The player kills all agents.After all the agents are killed, the player returns to the leader of the assassins and says that all the agents have been killed.The leader gives a reward for helping.Point 3The quest is complete. Phase-3The player will speak to the commander or leader of the assassins. Quest 3 begins.Point 1For Penitus Oculatus:The commander will say that new assassins have invaded the cities and will attack the agents. And the player also learns that some agentsdid not return. The commander will ask the player to go there and check, but only after all the assassins in the cities have been killed.The commander gave assignments. The player must go through the cities and kill all the assassins.The player must check the last locations and destroy the assassins. the player will check the body and accidentally find a letter.The player returns to the commander and gives the letter.The commander gives a reward.Point 2For the Dark Brotherhood:The leader of the assassins will say that other assassins have made their way into the cities and there will be an attack on the agents. And the player also learns that somethe assassins did not return. The leader will ask the player to go there and check, but only after all the agents in the cities have been killed.The leader gave assignments. The player must go through the cities and kill all agents.The player must check the last locations and destroy the agents. the player will check the body and accidentally find a letter.The player returns to the leader and returns the letter.the leader gives a reward.Point 3The quest is complete. Phase-4The Commander or Leader of the Assassins will tell the player to scout. Quest 4 begins.Paragraph 1For Penitus Oculatus:The player will travel west of Falkreath. The player will find the Altar. And then the assassins with the boss attack the player.The player returns to the commander and says that there were many assassins. The commander will tell the player to go to their camp and talkwith the General. The commander gives a reward.Point 2For the Dark Brotherhood:The player will go to a camp not far from Rorikstead. The player will find the Penitus Oculatus camp. And then the agents with the General attack the player.The player returns to the leader and says that there were many agents. The leader will tell the player to go to their Altar and talkwith the Boss. The leader gives a reward.Point 3The quest is complete. Phase-5The player will talk to the General or Boss. Quest 5 begins.Paragraph 1For Penitus Oculatus:The general will say that he is waiting for the attack of the Dark Brotherhood. The general will tell the player to also wait for the attack.In five minutes (after the dialogue) there will be an attack. The player must protect the general and kill all assassins and the Boss.The player will kill all assassins. The general will speak to the player and give a reward.Point 2For the Dark Brotherhood:The boss will tell you that they will soon be attacking the Penitus Oculatus camp. The player will go with the Assassins.The player and the assassins with the boss got to the camp.The boss will be waiting. Five minutes later (after the player has reached the camp, but not close) there will be an attack on the camp.The player must defend the Boss and kill all agents and the General. The boss will speak to the player and give a rewardPoint 3The quest is complete. I try so much to explain to you, just don't tell me again you don't understand. How can you explain this my first case with the quest. As I said before, I don't want to do a complicated quest and touch DB quests. At least this time is it clear? Or still nothing you can understand so far?
  5. What does it look like? The player reads the letter and further battle - dialogue. Dialogue - battle - dialogue. Dialogue - battle - dialogue. I don't want to make a very complex mod yet. It seems we still have a problem with communication through translators
  6. Tell me why the quest starts even if the player hasn't read the letter? but I wrote the same Event OnRead () namequest.setobjectivedisplayed () namequest.setstage EndEvent or do you need to write something else? getowningquest ().setstage () and setobjectivedisplayed () setobjectivecompleted () correct order i.e 10, 20, 30, 40, 50, etc. The most important thing is for you to know in my mod, there are no special secrets, basically it will be a battle
  7. Made aliases with markers but they cannot be hidden after the player kills the assassins. And the dialogue window still does not start after the battle
  8. Okay. Let's say the letter is inside the Honning Mead brewery. The player reads the letter that the agents found out, soon the Assassins will destroy other agents of Penitus Oculatus. As I said before, I do not want to touch the quests and the Dark Brotherhood faction. I would like the player to be able to join the Penitus Oculatus. I have already done the initial quest, but it starts up without reading the letter. But the player must read the letter. And markers from the body of killed assassins do not disappear. And the next stage of the quest not does start after the death of the assassins.
  9. Don't worry about this. There will be a letter on the ground near the entrance near the HonningBrew Meadery door, the player reads the letter and learns that something is happening on the Shors Stone. Quest-1(5) The player will go to Shors Stone.(10) Scene of the battle of agents and assassins (3 by 3)(20) Help someone (the player helps anyone he wants).After attacking agents or assassins of their faction, become the enemy of the player.Example: The player has attacked the agent and the Penitus Oculatus faction will be the enemy of the player. The Dark Brotherhood will be an ally.Or the Player attacks the assassin and the Dark Brotherhood faction will be the player's enemy. Penitus Oculatus will be an ally.(30) After the battle, dialogue with the agent or assassin.The agent will say that there will be an attack on the Dragon Bridge and he should warn the commander. If the player for Pentitus OculatusThe assassin will say that there will be an attack on the Dragon Bridge and it is necessary to help the assassins. If the player is for the Dark Brotherhood(40) Go to the Dragon Bridge.(50) The player has reached the Dragon Bridge and the quest is complete. Quest-2(5) Find the commander of agents or assassins.(10) Assassins attack agents.(20) Player helps friendsIf the player selected Penitus Oculatus, he must kill the assassinsIf the player chooses the Dark Brotherhood, he must kill the agents(30) Talk to the commander or the assassin and receive a task, go to the location.(40) Targets in Dawnstar, Winterhold, NightGateTavern.If the player is a Penitus Oculatus, he must kill the assassins in these locations.If the player is for the Dark Brotherhood, he must kill the agents in these locations.(50) Return to Commander, Commander Dialoguethe player reports that the enemy has been destroyed(100) Received a reward. Quest completed. Quest-3(10) Talk to the commander and receive a task(20) Find and destroy enemies in locations Windhelm,Darkwater Crossing,Rift,Ivarstad,Riverwood,Falkreath,Whiterun,Rorikstead,Stonehill,Morthal,Solitude,Karthwasten,OldHroldan,Markarth(enemies in these locations Heartwood Mill, Half-Moon Mill, Anga's Mill will be available if the player is for the Dark Brotherhood)(enemies in these locations Reachwind Eyrie, Frostflow Lighthouse, Mixwater Mill will be available if the player is the Penitus Oculatus)(30) Find and read the letter (should appear on the mapCamp Penitus Oculatus and the Dark Brotherhood)(40) Return to the commander and give the letter(50) Go scouting to the enemy camp(100) The player has reached the enemy camp and the quest is completed. Quest-4(10) Approach the Dark Brotherhood camp If the player is PО.Approach the Penitus Oculatus camp if the player is with DB.(20) The player will be attacked by the enemy(30) Defend or Retreat(40) Return to the commander, the player will tell you that the enemy can attack soon. The quest is completed Quest-5(10) Dialogue with the General or the Boss killer and get the task(20) Defend the Lager (If the player is Penitus Oculatus)Attack the camp (If the player is a Dark Brotherhood)There will be an attack on the camp(30) Defeat the enemy. Do not give a chance to kill the enemy General or the Boss of the player.(40) Dialogue with the General or the Assassin Boss. Will receive a reward. Quest completed. I realized that I want to make a very complex mod.BUT SOME THINGS MAKE CHANGE A LOT. Let's start over.Instead of doing a lot of quests, maybe can do one. choosing only the Penitus Oculatus faction. It depends on what I wrote above.It is possible to take only suitable parts for one quest.But with some waiting time in the mod.1-. That is, the player will go the first day to Dawnstar, Winterhold, NightGateTavern.2-. Second day will go to Mixwater Mill,Windhelm,DarkWater Crossing,Shors Stone,Riften,Ivarsted.3-. the third day the player will go to Markarth, Karthwasten, OldHroldon, Morthal, StoneHill.4-. the 4th day the player will go to Rorikstead, Whiterun, Riverwood, Falkreath.5-. On the fifth day, the player will go to Dragon Bridge, Solitude.After all, there will be a final battle with the Assassins at the Penitus Oculatus camp. Assassins will attack the camp when the player returns from Solitude. Defeat the enemies and talk to the General and receive the reward. The quest is completed.No scenes and no letters. The player is just walking down the road to Rorikstead.He will find a camp near the road. The player will talk to the general and he asks for help to kill the assassins Is it possible to do this? But NPCs in other locations should initially be hidden until the desired stage.Can you imagine the mod now?If not, see what I wrote above. And which parts can be used correctly.I know you are going to say "What's wrong with this guy?"the reason for the changes is:That without knowing the simple quest system, you will not be able to do a lot of the quest.As I said before, I have about 240 npc. This is a lot. For this reason, I came up with a waiting time in the mod. let's start over? I lit a fire, (launching the creation kit), took and put the pan on the fire (launch skyrim.esm with the mod), took the scrambled eggs and wait for the moment to fry it(Launching the Quest window and waiting where to write)Except - Quest name and Dialogues.Just don't say that it was not clear againHere I ask for a simpler option for creating a quest. But I have a lot of NPCs.That's all. I know I asked a lot earlier. But your words made me think about it. So at first I decided to make a simpler quest, only a lot of NPCs.Can you help with this? I will deal with scripts from time to time.help at least a simple quest but with a lot of NPCs
  10. After the player gets to the Shors Stone, make players choice. Then everything will be as I wrote before
  11. The player finds the agent's lost letter near Honning's tavern. The letter for the quest has already been made. The place where the agent is located will be indicated there
  12. Hopefully my native language won't get in the way of mod creation. Sorry again for communication errors. it was awkward :wallbash: :D
  13. Yes Uzbek and now I use Russian. I haven't spoken the Kyrgyz language for a long time, I think for a very long time that much has been forgotten
  14. Ah, thank you, that makes much more sense! :D Can you help me now? What should I write? Like - Event Start Scene () if (???) namequest. ??? namequest. ??? endif EndEvent The problem is I don't know what to write. I'm not sure, but I will try to explain again - Event OnRead () if (???) namequest. ??? namequest. ??? endif EndEvent Event (wait time ???) namequest. ??? namequest. ??? endif EndEvent ??? I'm not sure yet where to write what I hope you can help what to write and where :D
  15. I am still not clear on how the player gets to where he has to be for the mod to start, or how the quest starts. You said: "1. - The first thing this player should do (like Shorestone), and there should be a scene where the agent of Penitus Oculatus has to fight against the Dark Brotherhood." What is the first thing the player should do (like Shor's Stone)? You didn't seem to actually tell us! :smile: Do you mean that the player must go to Shor's Stone for the quest to start, and you have the cut scene there when he completes the Shor's Stone quests? Or do you mean that you created a new village similar to Shor's Stone? The TES Wiki says: "Shor's Stone is a small mining village that operates the Redbelly Mine. It is located in the pass between the Rift and Eastmarch, north-northwest of Riften and south-southeast of Windhelm. The name is taken from the Nordic god Shor. The town is having trouble with frostbite spiders that have infested their mine." So it would be possible to link the start of your Mod's quest to the completion of all quests at Shor's Stone, EG with a timer that the player gets a vision or a dream after he clears out the mine and turns in all the quests. Redbelly is an Ebony Ore mine, so people will want to mine it out as part of their gameplay anyway. If I remember correctly, the Unofficial Patch does switch the ores in two mines, but I cannot remember which ones at the moment. ~.~ You said: "2-The player goes to the Dragon Bridge" So the PC starts in the Southeast of Skyrim, then has to travel all the way to the Northwest, to Dragon Bridge village near Solitude? You Said: "3. - The commander of the faction gives the Player a task." Well, let's get #1 sorted out and working first! :D 120 NPCs is a LOT of NPCs. If they are all actve at once, I envisage CrashFest-A-Go-Go!! Apparently, this is why the Civil War had so few soldiers in the base game. You also have two Vanilla Faction Leaders. This should be OK if you have two totally separate, new, distinct versions of them, so your Mod does not break the Vanilla Quests. For my mods I always try to make unique items rather than replacers. This way, I could make a duplicate of a Vanilla NPC and gve them a new name, new Form IDs etc and then remove any Vanilla Quests and links from them and add my own, without affecting the original. But how does the quest actually start? We have a slight language and communication issue here, as I speak nothing but English and you and maxarturo learned it as a new language, so sorry if I am benig dim and didn't get what you said. What is your native tongue? I know how Google Translate from original to English and back to original can make you sound like you speak the language of Goblins! :D Hopefully now it's clear. It took a long time to translate phrases separately
  16. My more time is spent looking for the correct words as there is going not understanding! 1.-(0)Player goes Shors Stone. (10)There will be a scene where there will be a battle between agents and killers. (20)The player can help whoever he wants. If the player attacks agents, then the Penitus Oculatus Faction must become the player's enemy.(If the player attacks the assassins, then the Dark Brotherhood Faction must become the player's enemy. And the Penitus Oculatus Faction must become an ally of the player. Same with the Dark Brotherhood).(30)The player will go to the Dragon Bridge. (40)When the player reaches the Dragon Bridge, the quest will end. 2 .- (10) The quest starts like this again. There will be a battle on the Dragon Bridge. (20) The player helps friends. (30) Dialogue with the commander and receiving the task. (40) Go to the location (Dawnstar,Winterhold,NigthGateTavern). Find and destroy the enemy (Agents or Assassins). (50) Return to the commander. (100) Dialogue commander. (200) Receive a reward. Quest completed. 3 .- (10) The player receives a new task. (20) The player will go to the location((only for DB target => Heartwood Mill, Half-Moon Mill, Mixwater Mill, Anga's Mill),Windhelm,Darkwater Crossing,Riften,Ivarstad,Riverwood,Falkreath,Whiterun,Rorikstead,Stonehill,Morthal,Solitude,Karthwasten,OldHroldan,Markarth(Only for PO target => Reachwind Eyrie, Frostflow Lighthouse,Mixwater Mill) . (30) Find and destroy the enemy (agents or assassins). Find the letter of the enemy. (40) Return to the commander. (50) Return letter to the commander. (100) Go to scout. (200) Get to the enemy camp. Quest completed. 4 .- (10) Explore the camp. (20) The player will approach the enemy's tent. (30) (The player will be spotted by the enemy) Start a battle or retreat(wait for player choice). (40) Return to the commander.(50)Dialogue with commander. Quest completed 5 .- (0) (Dialogue with the General or Boss of the Dark Brotherhood). (10) The General or the Boss of the Dark Brotherhood gives a task. (20) Protect the camp(wait attack). (30) The enemy attacks. (40) Defeat the enemy. (50) Do not give a chance for the enemy to kill the General or the DB Boss of the player. (100) Kill the General or the DB Boss. (200) Dialogue with the General or DB Boss. Will receive a reward. Quest completed.
  17. Probably yes, there were problems with the translator but figured it out. And once again, I'm sorry that this happened with communication. I didn't want it, especially not understanding. My native language is 2. This is Uz, Kgz and I know a little Russian but not very well. Only on a conversational level
  18. Of course. I'll start working on the mod tomorrow. I hope you can help, I will take screenshots of the from mod's work. so you can understand the purpose of the mod Good Luck
  19. Thanks for the links. No, I didn't want from a to z :no: . Just something is missing. Practice or incentive. The fact that the scripts I created led to the crash of the game. I did this while looking at the video tutorials. And I could not understand what the problem was.I asked for help and advice from others, those who answered me did not understand the scripts. Those who knew did not respond to my messages.I will try to create a quest by watching the videos you are through the link. Hope it works out. I have already watched a lot of lessons on creating the quest "Bring me the Jarl's amulet" :yes: . Sorry if I wrote something wrong :smile: . Thank you again for the links. I need to work on the quest for a long time.I have to test my mods by watching these videos. :thumbsup: I wish you all the best.
  20. LOL! No worries, it's a Wonderful World, full of variety! :smile: The way I started quests in my mods is for the player to find a book or a letter, and reading that starts the quest and enabled the quest in the Journal and the map location marker. On reaching the location and finding the quest object, you read another book and that completes the quest and gives you the rewards. The only NPcs I made was a Wraith you had to kill to get his journal and other items (not really an NPC), and a Spirit Wolf spell (which is not really an NPC, either), plus some corpses lying at the road side which had journals and other gear for you to find. Reading their journals startted a quest. So I don't know much about making living NPCs, and I am very, very rusty on scripting, as I made these a few years ago. And I only really learned how to start quests by reading something! In addition to what maxarturo said, you MUST make sure you have a "clean" saved game to work with that has never seen your mod. This is because scripts can become "embedded" in the save and even when you change the script to fix something, the new version of the script might not "take", and the old problem you are trying to fix remains "baked" in to the save. So I would use the console to make several saves without your mod active, saves that have never had your mod active, like: Save Mod_Test001 Save Mod_Test002 Save Mod_Test003 and so on. Then you can enable your mod in LoadOrder.txt and PlugIns.txt and load a save to see how things are working (or not). Then log out of the game, without saving, and work on your mod in the CK, then launch the game and see if the script is working. So, first thing, as maxarturo said, is what do you want to do first? You said you made your own version of the Dark Brotherhood. Is this completely separate from the Vanilla Dark Brotherhood, in a different location, with different Dark Brotherhood NPCs? You are not messing with the original, Vanilla Dark Brotherhood and its quests? You said you have npc. How many? You have music, camps for the npc, names for the quests, but no quest stages, and AI Packages? So, how should the quest start? How does the NPC get the first quest? Is he already in the Dark Brotherhood, or is your quest another way to join? Maybe you should start by listing the quests you want for your version of the Dark Brotherhood and what the player has to do. :smile: NPCs in mod About 240. Of these, 130 are agents of Penitus Oculatus. A 100 npc of the Dark Brotherhood. 6 dogs for Penitus Oculatus. 3 wolves and 2 frost spiders for the Dark Brotherhood.
  21. I understand, I use a translator. After which translation into English and back, my language turns out to be something like the language of goblins :D . there is a small problem with navmesh.
  22. Quests for each faction for 5 are the same as I wrote above . Yes AI packages so far only defaultsandbox1024
  23. I understand you and will try to explain everything. This is what should be or will happen. 1. - The first thing this player should do (like Shorestone), and there should be a scene where the agent of Penitus Oculatus has to fight against the Dark Brotherhood. The player must make a choice, but only one. That is, anyone can help - either the Dark Brotherhood or Penitus Oculatus. After selecting a player from another faction, P. O or DB will become hostile. After the enemies are defeated, the ally (dialogs) thanks for the help and sends the player to their commander. Quest (does not end). 2-The player goes to the Dragon Bridge and sees the attacking allies again (depending on the player's choice), and the story quest begins, the small quest ends (see above 1.) after winning the dialogue with the commander of the allied faction .Get the task, explore this place and find the enemies. Defeat your enemies and find clues against enemies, as well as help your allies along the way. Tell us about the enemies of the commander of the faction. The quest ends 3. - The commander of the faction gives the Player a task. The player heads to the destination Markart and must find enemies that are trying to interfere with the player. Defeat all the enemies and find the note from which it was written. Chase the survivors back to their camp. Get to the enemy camp by tracking down the survivors. Once the camp is discovered, this quest will be completed. 4. - the player explores the camp. The opponent accidentally notices that the player is starting a fight. If the player is well prepared, he can join the battle. Otherwise, he would return to the allied faction commander for help. The task ends. 5-Final Battle (20 NPCs each). The player returns to their camp and informs them that the enemy is about to attack the camp. The commander gives the task to guard the camp. The player will go to the specified point. And the enemy's attack will begin. The player must defend the camp and not give the enemy a chance to kill the player's commander. After winning, the player will arrest the enemy commander. And there are two options: kill the enemy commander or send him to the prison of solitude. The player receives a reward, and the task is completed. I hope this helps you understand what I want to implement. No, I don't want to fit in with the vanilla Dark Brotherhood. And I want to make it so that the player can join Penitus Oculatus or the Dark Brotherhood. Only the factions are all vanilla, and I don't want them to affect the other Dark Brotherhood quest storyline in any way. Chance join the Dark Brotherhood or destroy it. And you still need to make sure that non-game characters and lagers are hidden before the start of the desired quest. I apologize for mistakes in the grammar of the text.
  24. Hello everyone! I here for the first time I write, do not judge strictly please! I have been on the site for a long time and not long ago started making myself a mod for Skyrim. Created npc, music, camps for npc, name quests but still without stage. I made a mod about the Dark Brotherhood. (My own version). At first I made AI packages Enemies, they just fought and nothing else happened. I still keep the dialogues in my notebook, suddenly I have to change something. And I wanted to ask if someone can help me with scripts for starting quests? I know many of you have been creating mods for Skyrim for a very long time. And as a beginner, I still don't know how to work with scripts.I understand Everyone has their own things to do. And I know that many can ignore this post. But if you can help, I will be very HAPPY. Please Help! I will wait for your answers. Since english is not my native language, If I had an accent please excuse me. Thanks for your attention)
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