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GECK scripting help


skibo316

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Hey guys i am new to scripting but not the geck. I wrote some dialogue today for a quest. I got the npcs last line of text to activate the quest. But now i was wondering how I set the compas to certant spots and attach npcs to the current quest/

 

And i also might as well ask, How do i script for completing a quest after killing an npc

 

thanks!

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I want picking up the weapon to activate the next stage. But I can not get the next stage to activate, do i have to have script written for that to happen?

 

I got the compas to go to the weapon, But picking it up is not activating it. I tried using getisitemcount and setting it and other stuff.

 

here is my setup write me a script cause idk wth im doing and i will love ya. thanks

 

i want to get the weapon

 

iiijasonsmacheteweapon

 

to activate

 

stage 2

 

when picking it up.

 

the quest id is 111KEYQ

 

 

I have been trying this all night and its 6am time to go to sleep, complete noob to scripting. I dont see why i have to script to get stage 2 to activate if there is a perimeter for getisitemcount >= iiijasonsmacheteweapon 1

 

I thought this would activate it when getting the weapon

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  • 3 weeks later...

I want picking up the weapon to activate the next stage. But I can not get the next stage to activate, do i have to have script written for that to happen?

 

I got the compas to go to the weapon, But picking it up is not activating it. I tried using getisitemcount and setting it and other stuff.

 

here is my setup write me a script cause idk wth im doing and i will love ya. thanks

 

i want to get the weapon

 

iiijasonsmacheteweapon

 

to activate

 

stage 2

 

when picking it up.

 

the quest id is 111KEYQ

 

 

I have been trying this all night and its 6am time to go to sleep, complete noob to scripting. I dont see why i have to script to get stage 2 to activate if there is a perimeter for getisitemcount >= iiijasonsmacheteweapon 1

 

I thought this would activate it when getting the weapon

Your better off making a custom item weapon script for the picking up the weapon to advance the quest rather putting it into the quest script since I believe the quest script only checks when its the active quest and even then only every few Real-Time seconds or another script/action/activator calls it (for a unique weapon - for a standard weapon do an hidden inventory item that adds an hidden script perk/ability that monitors for conditions to advance quest- make sure you remove the perk/ability after advancing the quest stage) or make an activator that looks like the weapon and place it in the world with activator adding it to the activators inventory and/or having a creature spawn an activator like previous when dieing or having an NPC/Creature with a script running to control advancement to stage 2 etc.

Scripts running all the time tend to slow things down and get low priority with all the other things going on in the game so its generally better to use triggers/activators/hidden perks to minimise where & when it has to check and increase responsiveness in the script.

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  • 4 years later...

I am Stuck On Something

I Am Working On quest mod I wont say what it is so ill cut to the chase

the first part of the mod It involves on of the missile launch councils in lonesome road now I want to script to not open door

unless a terminal menu function is activated in other words the door cant open unless start reactor is clicked Please Someone Help

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