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Setting condition for quest.


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How do I set a condition for quest?

There is 3 thing I am trying to do.

-Make an unique enemy npc spawn at the final mission of Civil War quest (Battle for Solitude/Windhelm).

-Follower available after civil war quest is complete.

-Enemy npc play specific dialogue as soon as player came close to it.

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You'll likely get 12 more suggestions. Here's mine:

Make a quest that starts automatically (SEQ) with a scene that starts automatically. The scene has no actors, a single phase. Place a condition for the phase end that finishes the phase when the civil war quest reaches its end stage (condition getQuestStage ). In the scene ending fragment (in the scene data popup), start the next quest.

This next quest spawns the enemy npc. This quest has at least two stages: in stage 0 you have a forcegreet AI active (with a getQuestStage condition). When the forcegreet is done, change the stage to disable the forcegreet AI.

In my own modding work, I've found these actorless scenes to be immensely useful to catch conditions that are not immediately available as events. Much more than papyrus update loops.

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9 hours ago, xkkmEl said:

You'll likely get 12 more suggestions. Here's mine:

Make a quest that starts automatically (SEQ) with a scene that starts automatically. The scene has no actors, a single phase. Place a condition for the phase end that finishes the phase when the civil war quest reaches its end stage (condition getQuestStage ). In the scene ending fragment (in the scene data popup), start the next quest.

This next quest spawns the enemy npc. This quest has at least two stages: in stage 0 you have a forcegreet AI active (with a getQuestStage condition). When the forcegreet is done, change the stage to disable the forcegreet AI.

In my own modding work, I've found these actorless scenes to be immensely useful to catch conditions that are not immediately available as events. Much more than papyrus update loops.
 

 

So what you are saying is that I shouldn't temper with the quest CWSiegeObj but rather create a quest that start alongside with it?

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Tampering with existing quests/objects/scripts is always risky since someone else might be doing the same and you end up with compatibility issues.

In your case, from what I understand from your question, you just need to detect when to start your own thing. You don't actually need to change any of the existing functionality.
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1 hour ago, xkkmEl said:

Tampering with existing quests/objects/scripts is always risky since someone else might be doing the same and you end up with compatibility issues.

In your case, from what I understand from your question, you just need to detect when to start your own thing. You don't actually need to change any of the existing functionality.

 

Ahh I see, to increase compatibility and avoid conflict.

https://www.nexusmods.com/skyrimspecialedition/mods/122933

Because all I want to do is to have this mod of mine appear as the final boss at the gate. Once you complete the civil war quest, he is available as follower.

I don't have any idea on how to set up such a simple setup since a lot of quest tutorial is too lengthy and doesn't cover the topic I am looking for.

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