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Help in Quest Scripting


biostrange

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I'm slightly new at Scripting the world of oblivion (but not scripting in general), and I was looking to script a quest start that just more or less dropped the note into the player's inventory (Like in the Official DLCs). I got the script all figured out, but for some blasted reason, it won't run. Other aspects of the plugin works (Such as two doors I set up to test).

This Is An Example Of My Script:

 

scriptname 001script

 

begin gamemode

 

if (player.isincombat == 0) && (getstage charactergen >= 88)

message "You've Recieved A Strange Letter"

player.additem 001letter

stopquest 001quest

return

endif

end

----------

I believe the quest is set up properly too.

 

Specs: Oblivion + SI, latest patches+ Unofficial Patches

Latest OBSE (Whatever Version That Is)

Latest COBL (If it really Matters)

Mod is set to the bottom of the load order via OBMM

-------------------------------------------------------------

If any more info is needed, I'll be more than happy to provide.

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If you feel like it you could download my Sher Ja Mountain Lion Mod and check out the quest and scripts. It's only an esp, no meshes and textures.

 

Everything in the mod is under the prefix AA. example..AASherJaNoteScript etc.

 

It does what you are asking. I haven't added the first line to mine - if (player.isincombat == 0) && (getstage charactergen >= 88)

 

I probably should have but I didn't think about it at the time. But it all works exactly as it should. The actual note has the script that tells it to be added to the player inventory at game load. You should add the message to that script not the quest script which is used only to start the quest. This is the Object script for the note.

 

scn AASherJaNoteScript

begin onAdd Player

SetStage AAsherJaQuest 10

end

 

You need to add Stopquest and SetStage etc to the quest data result area of the quest page. Like this:

 

StartQuest AAsherJaQuest

SetStage AASherJaQuest 10

Player.additem AASherJaNote 1

StopQuest AASherJaQuest

 

 

 

This was my first mod and I used to take screen shots of everything like scripts and spells etc and I have just had an embarrassing moment. :wallbash: I checked the screen shots and the quest script name has a spelling error. It doesn't affect it though.

 

This is the Quest Start Script - spelling error corrected. :blush:

 

scn AASherJaQuestScript

 

begin GameMode

 

if GetStage AAsherJaQuest < 10

SetStage AASherJaQuest 10

endif

end

 

 

Sher Ja

http://www.tesnexus.com/downloads/file.php?id=18063

 

 

Anyway, if that hasn't totally confused you, it's just an option. Otherwise someone else may want to explain in greater detail. :smile:

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Thanks for the respond, sorry I'm a little late, I appreciate the help, I'll try out the script today and I'll post the results. The wierd thing is that The script works on the other mods, but not this one, maybe I just need to make another fresh start :)
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Awesome! So far works Like a Charm! I didn't bother to add the script to the note, all that it looked like was that once opened, it set the stage to what it already was, right? (Or did I miss something Important?) Any ways, this mod is for pricvate use only, but any mod that I do Release will credit you if this method is used, Thanks A LOT!
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Awesome! So far works Like a Charm! I didn't bother to add the script to the note, all that it looked like was that once opened, it set the stage to what it already was, right? (Or did I miss something Important?) Any ways, this mod is for pricvate use only, but any mod that I do Release will credit you if this method is used, Thanks A LOT!

 

No problem. I'm glad it worked. :smile:

 

I originally got that info from the CS Wiki, and yes once the note is opened it sets the quest stage if you have added that script to it.

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