dizietemblesssma Posted November 25 Share Posted November 25 I think I've asked this before in the SkyrimSE forum but a) I can't find that post:) and b) this is a different game... is there a way to have a mod quest start when a certain stage of a vanilla quest is reached/quest started, without editing the vanilla quest in any way or its scripts? I couldn't find anything in the story manager that would correspond to such an event. All I can think of is some kind of permanent while loop in a quest fragment that checks for another quest's stage but that seems like a performance killer to me. diziet Link to comment Share on other sites More sharing options...
Qrsr Posted November 25 Share Posted November 25 Story manager node afaik. Link to comment Share on other sites More sharing options...
SKKmods Posted November 25 Share Posted November 25 Every one of my > 60 solutions does this at start-up, check out the standard multi-purpose template in this article https://www.nexusmods.com/fallout4/articles/1038 (4) Robust new game start script The things you want are "OnStageSet" If your main quest pops UI messages on startup that you want to delay, attach the launch script to a silent start game enabled quest that monitors QuestOfInterest.OnStageSet and then trigger myQuest.StartQuest() or myQuest.SetStage() at the right condition. 1 Link to comment Share on other sites More sharing options...
dizietemblesssma Posted November 25 Author Share Posted November 25 Awesome, thankyou! The RegisterForRemoteEvent() was unknown to me (or at least I forgot it!) diziet edit: looks like this function doesn't exist for SkyrimSE, which explains why I thought I'd looked to achieve this there and failed:) Link to comment Share on other sites More sharing options...
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