David Brasher Posted May 30, 2009 Share Posted May 30, 2009 I want my mod to continue forever. After I get done with the many highly-detailed quests, I want to put it on auto-pilot with a cycle of seven rather generic quests that can be completed over and over. For the example at the end of one of the mod's three quest branches, I have an alchemist who wants you to go gather ingredients for her. I want to be able to do quest A, then B, then C, then D, then E, then F, then G, and then start the Cycle with A again. I always feel sort of let-down when I reach the top of a guild and there is nothing left to do. It might be sort of fake and cheesy to do what I want to do with this, but I don't like the abrupt endings. In the computer language BASIC, such things are easy. It would be like: 1020 (Highly-Detailed Main Quest)3040... 340350360 (Highly-Detailed Main Quest Ends, Begin Auto-Pilot Cycle of 7 Tasks)370 (Task A)380 (Task B)390 (Task C)400 (Task D)410 (Task E)420 (Task F)430 (Task G)440 Goto 370999 End But alas, it appears that you can never go backward on quest stages in Oblivion Scripting Language. If I completed stage 370, I could never do it again. The "Allow repeated stages" box sounds like it would only allow me to do something like "Task A, Task A, Task A, Task A" if it can even do that. Does anyone have any good ideas for me? Link to comment Share on other sites More sharing options...
Vagrant0 Posted May 31, 2009 Share Posted May 31, 2009 Quest stages can only be called once. For a repeating quest you need to use variables in the questscript and message(boxes) for any important updates. Everything else can be adjusted to work around these changes. Another method of working with specific tasks is to use a token or some other inventory item which is given to the player (like a note) which then acts as a signifier for other parts of the scripting/dialogues for figuring out which task the player is on. Link to comment Share on other sites More sharing options...
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