Jump to content

What is the easiest way to add a delay to a start-enabled quest mod ?


csbx

Recommended Posts

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

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

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

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...