Jump to content

Need help with quest modding: a "search" objective.


primem0ver

Recommended Posts

I am building a quest in a mod where the character is supposed to search a room to see if they can find clues to a conspiracy around which the quest centers. The "clue" is fairly obvious if they search the right part of the room but I don't want to give where to look away using the object aliases that they will need to use in the next part of the quest. So how would I cause the quest to advance once they are close enough to the "clue" to see it?

 

My guess would be to use some sort of room trigger object (like the kind use to trigger events when you walk into a room). But I am uncertain if this is the best way and how to use it if it is.

Link to comment
Share on other sites

Oh cool. That is perfect! I assume I would use the corresponding UnregisterForLOS when the quest advances. Is it possible to do a distance to player check as well? I don't want the user to see it from way across the room and miss it because they don't know what they are looking at. Is there a function reference for looking up stuff like this? The function reference seems to be a tutorial on writing functions, not what functions already exist.

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...