csbx Posted July 4, 2023 Share Posted July 4, 2023 I'm interested in learning how to make a couple of edits (either in sseedit or CK) to various mods I have installed to add a player level requirement for the courier to show up. I just tried doing this with Moon and Star and realize that what I probably did was do a player level check at startup, and because the player is obviously level 1 at that point, it never has the opportunity to check again; so the quest never starts. I'm probably close, but not close enough. Any tips ? Link to comment Share on other sites More sharing options...
scorrp10 Posted July 4, 2023 Share Posted July 4, 2023 Take a look at how Meridia quest (DA09) is set up. It is not Start Game enabled, but is tied to an 'Increase Level' SM Event Node. If you go into that category, open the 'Increase Level', and double-click Stacked Event Node there, you can see a DA09 entry there. Its condtion is (run on Player) GetLevel >= (global value) So, at the top level, you 'Add new Quest Node', in the properties give it a name, check 'Shares Event', add a Condition (Player - GetLevel - >= X) Then you right-click your node, choose 'Add Quests' and select the quest you want to add. Now, once player's level increases to X, game's Story Manager will start the quest. Link to comment Share on other sites More sharing options...
csbx Posted July 5, 2023 Author Share Posted July 5, 2023 That's interesting--I've never noticed this part of the CK before. So if I successfully do this, I suppose I then have to remove the start enabled setting for the pertinent (main) quest for that mod. Thanks for the tip, man ! Link to comment Share on other sites More sharing options...
scorrp10 Posted July 5, 2023 Share Posted July 5, 2023 Yes, and on that same tab, set it to 'Increase level' event type. Story Manager Event system is actually how majority of Skyrim quests get started. Link to comment Share on other sites More sharing options...
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