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Questions about custom quests


amycus

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Hi there. One of the things I really hated about skyrim was the lack of interesting quests that Oblivion had, and its overabundance of copy pasted "Hey, you! Random stranger I have never seen before. I lost this [insert random item name here] inside this [insert random cave name here] full of walking corpses for no reason. Now go and fetch it for me".

 

Which is why I now hope to fix this by simply creating a large number of smaller sidequests of a certain quality in a large number enough to overshadow these "copypasted quests", as I like to call them.

 

Unfortunately, I am more experienced with making custom armor (and that was for DA:O), so I would appreciate some advice on some concerns I have:

 

1) Is it realistically feasible to make these quests be given from "vanilla" npcs, without having the NPC suddenly switch over from her old voice to a new one? Or is it better to simply make completely new NPCs give out these quests? I'm not sure how much a voiceactor is prepared to put up with in rerecording all the old lines of an NPC...

 

2) Is it possible to make new pop-up messages each time your journal updates like it did in Oblivion?

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Hi there. One of the things I really hated about skyrim was the lack of interesting quests that Oblivion had, and its overabundance of copy pasted "Hey, you! Random stranger I have never seen before. I lost this [insert random item name here] inside this [insert random cave name here] full of walking corpses for no reason. Now go and fetch it for me".

 

Which is why I now hope to fix this by simply creating a large number of smaller sidequests of a certain quality in a large number enough to overshadow these "copypasted quests", as I like to call them.

 

Unfortunately, I am more experienced with making custom armor (and that was for DA:O), so I would appreciate some advice on some concerns I have:

 

1) Is it realistically feasible to make these quests be given from "vanilla" npcs, without having the NPC suddenly switch over from her old voice to a new one? Or is it better to simply make completely new NPCs give out these quests? I'm not sure how much a voiceactor is prepared to put up with in rerecording all the old lines of an NPC...

 

2) Is it possible to make new pop-up messages each time your journal updates like it did in Oblivion?

Hehe....

See my signature - Immersive Quests [WIP].

 

2) No idea but that would be a great mod.

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Hi there. One of the things I really hated about skyrim was the lack of interesting quests that Oblivion had, and its overabundance of copy pasted "Hey, you! Random stranger I have never seen before. I lost this [insert random item name here] inside this [insert random cave name here] full of walking corpses for no reason. Now go and fetch it for me".

 

Which is why I now hope to fix this by simply creating a large number of smaller sidequests of a certain quality in a large number enough to overshadow these "copypasted quests", as I like to call them.

 

Unfortunately, I am more experienced with making custom armor (and that was for DA:O), so I would appreciate some advice on some concerns I have:

 

1) Is it realistically feasible to make these quests be given from "vanilla" npcs, without having the NPC suddenly switch over from her old voice to a new one? Or is it better to simply make completely new NPCs give out these quests? I'm not sure how much a voiceactor is prepared to put up with in rerecording all the old lines of an NPC...

 

2) Is it possible to make new pop-up messages each time your journal updates like it did in Oblivion?

Haha... Hahahaha! where have you been all my life? XD

 

Thanks, I will take a look :)

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2) Is it possible to make new pop-up messages each time your journal updates like it did in Oblivion?

I want to say yes. I mean you should to be able as long as you place the debug.messagebox() before or after the the setting the stage.

 

So (altering the example from http://www.creationkit.com/SetCurrentStageID_-_Quest ):

MainQuestProperty.SetCurrentStageID(i)

Debug.MessageBox("Blah Blah Blah")

You might have to tinker around with it (like add an if statement to check to see if the stage is that so the message won't trigger early) but in theory it might be possible.

 

I would make a test mod and just make some arbitrary quest to test it out.

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2) Is it possible to make new pop-up messages each time your journal updates like it did in Oblivion?

I want to say yes. I mean you should to be able as long as you place the debug.messagebox() before or after the the setting the stage.

 

So (altering the example from http://www.creationkit.com/SetCurrentStageID_-_Quest ):

MainQuestProperty.SetCurrentStageID(i)

Debug.MessageBox("Blah Blah Blah")

You might have to tinker around with it (like add an if statement to check to see if the stage is that so the message won't trigger early) but in theory it might be possible.

 

I would make a test mod and just make some arbitrary quest to test it out.

 

Ah, thanks a lot.

 

@Matthiaswagg, I looked through the forums for immersive quests, but as I am still trying to get more familiar with the toolset I thought I would first make a quest of my own, one who I previously threw in the trashcan because it was breaking the 4th wall. But it might be a good opportunity to experiment a bit with the toolset.

 

Might post some of the other quest ideas I have later on your board as well, as soon as I have cleaned up my notes a bit. But thats the reason why you have yet to hear from me.

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For adding dialogue to existing NPCs: direct people to download the mod Fuz Ro Do-oh - Silent Voice, then just have the new dialogue marked as unvoiced, with "force subtitles" clicked. Dialogue will be silent, but it's less of a pain than getting voice actors, and it's really good for beta/ 1.0 versions, while you're working out bugs in the quests.

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