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I'm trying to do the Map Marker part of this (http://www.creationkit.com/Bethesda_Tutorial_Quest_Loose_Ends) tutorial and I can't figure it out. I've googled and googled and googled and can't find what I'm supposed to do. The tutorial says

 

Typically, when we tell the player to go to a place in the game, we add the map marker so they can have an easy target to head towards. Navigate to the cell called ReachwindEyrieExterior01 in the Tamriel worldspace. (You can get there easily by double-clicking the yellow door marker inside ReachwindEyrie01.) You'll see a green-blue rectangle with a large M carved out of it right next to the exterior door marker.

Open the GSQ01 Quest and click on the Scripts tab, add an ObjectReference property to the script, and call it "DungeonMarker". Select the map marker in the render window as the target of the property.

Now, edit the stage 10 script so it reads:

SetObjectiveDisplayed(10)

DungeonMarker.AddToMap()

 

I can't figure out how to select the map marker as the target or how to get the required info to even set it in the first place or ANYTHING about this part of the tutorial. I don't understand any of it. Can someone please explain how to set map marker for quests?

 

Posted (edited)

In CK, search for map marker in the object window (click "all").

 

Drag a map marker over to your external door location (in the cell view window). Right click on the marker and edit the details (name).

 

Now,as instructed via the tutorial, go to your quest stages tab, select the stage where you want it revealed and click property button (bottom right).

 

In the new Window, click add property.

 

Choose map as type and give it a name: MyMapMarker.

 

Now simply point it to your marker in the cell view window.

 

Close the page and add this text to the bottom right Script area

 

MyMapMarker.Show()

 

Edit: In case you've yet to generate a script for your quest, then you'll need to do so before you can add properties.

 

Simply type Utility.Wait(0.5) and hit compile.

 

The more you do it for yourself, the more it will begin to make sense.

Edited by skinnytecboy
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