MechaKnack Posted July 12, 2022 Share Posted July 12, 2022 (edited) Can anyone point me in the direction of a tutorial or post that can help me add items to the world over a period of time or after certain quests have progressed? Kind of like how the Brotherhood of Steel slowly constructs the gantry at the Boston Airport as the story progresses? Or perhaps how Diamond City has holiday decorations show up only on their respective dates? Edited July 12, 2022 by MechaKnack Link to comment Share on other sites More sharing options...
pepperman35 Posted July 12, 2022 Share Posted July 12, 2022 (edited) Here are some vectors for your consideration:Creation Kit knowledge. Kinggath has a good video tutorial series on youtube called bethesday mod school. seddon4494 also has a number of tutorial out there as well. Depending on your knowledge level, many could be useful to your task; and the ones on questing will be likely very useful.Papyrus knowledge. You’ll probably have to do some scripting within your task. https://www.creationkit.com/fallout4/index.php?title=Papyrus_IntroductionReverse engineering. Once you become well versed and comfortable with the creation kit, you could start by looking at the quests associated with the events you referenced and reverse engineer them. You’ll gain valuable knowledge on how Bethesda set up similar quest.Creative design. Now lay out your concept/design for the quest you have in mind, and establish a work flow to see it come to life. https://www.youtube.com/playlist?list=PLElczpoUwHC4jZXDF_3mp_iXgALiLHw-k Edited July 12, 2022 by pepperman35 Link to comment Share on other sites More sharing options...
hereami Posted July 13, 2022 Share Posted July 13, 2022 (edited) Well, assuming there is some very basic knowledge already and a wish to jump right away without wasting time on countless vids :wink: .. (Though wouldn't hurt of course). For example, CreationClub:StartAfterCharGenScript may start parent root quest after another quest reaches some point (stage). Place a group of objects in editor, assign them disabled EnableParent (xMarker or one of objects from the set), then use quest stage to enable the latter. Could be done without new scripts, though still custom fragment would be elementary, like myEnableParentRef.Enable(), Stop() or don't. ps. Tracking exact Objectives state and visibility would be more complicated i guess, is possible, but looks an excessive task too. EnableParent better be set Persistent, though suppose CK takes care about it automatically. GameDaysPassed global variable may be used to track longer periods and emulate smooth progress, unless it's dependent on other story events, e.g. a quest may store its value on start and recheck delta up to every 24 game hours (StartTimerGameTime(), OnTimerGameTime() ), then manipulates stages as necessary, enables or spawns things etc.. A script will be necessary, relatively simple though. Looking at existing things in game is a wise advice, and would be useful to check out how DC decorations are set up in game, i don't know. Maybe it's easy to utilize for own purpose (copy-paste, not touching the origin). Supposedly, OnLocationChange event is involved, or an area trigger, rather than constant time checks.Well, here you go for start, DmndHolidayHandler [REFR:0004408D] and its script, indefinitely wise and simple, haha... Sorry, just in talking mood. Edited July 13, 2022 by hereami Link to comment Share on other sites More sharing options...
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