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Failing quest objective via script?


Jokerine

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Hello everybody! I've been wondering if anybody knows whether it is possible or not to use a script to forcefully fail a quest objective (but not the whole quest).

 

Since I haven't had my coffee, I don't know if I can explain myself properly, so I'll give an example instead.

 

Think of a quest where someone gives you the objective of chatting with an NPC. So, you go to where he is, and you find he is dead. So I guess I'd attach a script like this to the dead guy, so the quest objectives are updated when the player loots the body.

scn FailQuestObjectiveScript

Begin OnActivate

SetObjectiveCompleted FailQuest 40 1
SetObjectiveDisplayed FailQuest 45 1

end

And I guess that'd work fine. But, I was wondering if I could make it so the objective 40 (chatting with the guy) would appear as failed, but the quest would continue with the new displayed objective being "go back to the friend and tell him his pal is dead".

 

I looked around but couldn't find something like a SetObjectiveFailed command on the Wiki. Of course, that would make life too easy for me, haha :laugh:

 

I dunno if this is gonna make much sense but perhaps someone can give me a hand. Thank you!

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I think you can do this

 

Objective 40 is :

 

-Bring NPC 3 bottles of Nuka-kola

 

Objective 41 is :

 

-Bring NPC 3 bottles of Nuka-kola (Failed)

 

 

Script is

 

SetObjectiveCompleted FailQuest 40 0 ; silently remove objective from the list

SetObjectiveCompleted FailQuest 40 1 ; display new fake "failed" objective

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I guess that could work indeed. I kinda wanted it to say "FAILED" in the HUD but perhaps I could live without it...

 

Hi, Jokerine :smile:

 

So, since you will have conditions that need to be met to "Fail" that particular objective I think I'd try doing it this way to see if it looks good.

 

Make an objective that says something like "Whatever objective I told you to do FAILED." Objectives are really just messages you leave for the player in the quest log of the Pipboy. You can make them say whatever you want them to.

 

When the player fulfills the conditions for failing the objective, complete the objective they were working on and then display the "FAILED" objective. That will show the FAILED thing in the Pipboy. Then, when you no longer want the FAILED objective to show (maybe when they complete the next objective) complete the FAILED one. So like this:

 

1) When player fails

SetObjectiveCompleted ObjectiveTheyFailed #ofobjective 1

SetObjectiveDisplayed ObjectiveWithFAILworddisplayed #ofobjective 1

 

This will gray out the objective they failed and give them a new objective to replace it that says they FAILED.

 

2) When you want to clean up the FAIL objective

SetObjectiveCompleted ObjectiveWithFAILworddisplayed #ofobjective 1

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