templeofninpo Posted March 1, 2015 Share Posted March 1, 2015 Just for my own sake, really. Would save some time not having to change it every time I play test my project. Link to comment Share on other sites More sharing options...
Fallout2AM Posted March 2, 2015 Share Posted March 2, 2015 I don't know how it was in Oblivion. But I suppose a script when the quest start with this on it will help you. Link to comment Share on other sites More sharing options...
templeofninpo Posted March 2, 2015 Author Share Posted March 2, 2015 awesome. exactly what I was looking for. cheers. Link to comment Share on other sites More sharing options...
templeofninpo Posted March 3, 2015 Author Share Posted March 3, 2015 (edited) script used in first quest. message pops up when game loaded. The message with buttons works, but the button doesn't seem to function. The faction message part isn't working either.scn AAAGGBQStartMessageScriptshort shownshort buttonBegin GameModeif (player.getincell GSDocMitchellHouse == 0) && (shown == 0) showmessage AAAGGBQStartMessage SetStage AAAGGBookQuest 10set shown to 1endifendBegin GameModeif (shown == 1) && (GetPCInFaction AAAGGGarbageGuruFaction 1) showmessage AAAGGJoinedGuruFactionMsgelseif (shown == 1) && (GetPCInFaction AAAGGLoyalistFaction 1) showmessage AAAGGJoinedLoyalistFactionMsgset shown to 2endifendBegin MenuModeset button to getbuttonpressedif (button == 1) ForceActiveQuest AAAGGBookQuestendifendI realize the question 'make active quest' is missing... I took it out after thinking I had to try something else. http://static-2.nexusmods.com/15/images/130/3680978-1425341828.png Edited March 3, 2015 by templeofninpo Link to comment Share on other sites More sharing options...
Fallout2AM Posted March 3, 2015 Share Posted March 3, 2015 You could take a look at this, a nice menu made with a token where the choices run in GameMode. (In any case maybe some mode conditional statement in your MenuMode block wouldn't be bad, that block will run when you go in pause / sleep / main menu / etc) Link to comment Share on other sites More sharing options...
templeofninpo Posted March 3, 2015 Author Share Posted March 3, 2015 Cheers. Really good resource. Surprised I hadn't seen it before. Link to comment Share on other sites More sharing options...
templeofninpo Posted March 4, 2015 Author Share Posted March 4, 2015 Got it working with this- scn AAAGGBQStartMessageScriptshort shownshort buttonBegin GameModeif (player.getincell GSDocMitchellHouse == 0) && (shown == 0) showmessage AAAGGBQStartMessage set shown to 1endifendBegin MenuModeif (getstage AAAGGBookQuest < 10)set button to getbuttonpressedif (button == 1) SetStage AAAGGBookQuest 10 ForceActiveQuest AAAGGBookQuestelseif (button == 0) SetStage AAAGGBookQuest 10endifendifend Link to comment Share on other sites More sharing options...
templeofninpo Posted March 7, 2015 Author Share Posted March 7, 2015 (edited) OK. So that actually didn't work. What did was starting with my first simple startquest msg re:scn AAAGGBQStartMessageScriptshort shownBegin GameModeif (player.getincell GSDocMitchellHouse == 0) && (shown == 0) showmessage AAAGGBQStartMessage setstage AAAGGBookQuest 10 set shown to 1endifend Then I made a separate quest just for the 'Make Active Quest' msg re: scn AAAGGActivateQuestScriptshort shownshort buttonBegin GameModeif (getStage AAAGGBookQuest == 10) && (shown == 0) showmessage AAAGGBQActivateQuestMessage set shown to 1endifendBegin MenuModeset button to getbuttonpressedif (button == 1) ForceActiveQuest AAAGGBookQuestendifend With the important thing being to have the 'make active quest' quest NOT 'start game enabled' AND having 'startquest AAAGGActivateQuest' inserted after the 'setobjectivedisplayed AAAGGBookQuest 10 1' in the book quest's 'quest stages'.the reason being that it would work but would not advance to the 'setobjectivedisplayed' fancy startquest text popup until (for some reason) you simply checked your quest list on your pipboy (where it would have book quest already set as active)... any hoo...this seems flawless so farEDIT- scratch that. maybe needs a script delay in the activatequest... Edited March 8, 2015 by templeofninpo Link to comment Share on other sites More sharing options...
templeofninpo Posted March 10, 2015 Author Share Posted March 10, 2015 The best I've been able to do is get it so the message comes up, you click yes, then it starts another new quest to have the forceactivequest in GameMode... and even then it will not set it until quests are looked at in the pipboy... just looked at- it will say your last quest is active and without doing anything but leaving your pipboy it will then become active... I'm going to remove it for the time being... Link to comment Share on other sites More sharing options...
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