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Quest Ref Variables


monty12

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I'm not sure if mod talk is the best place to put this here. I'm a beginner at scripting and also a perfectionist. I wanted to know a question that may seem dumb to others, but if you need to know a question that you didn't ask, then that is a dumb question. Any way's I've looked all over the construction set website and I couldn't find anything. So I wanted to know how a quest variable when declared in the main quest script, understands that if you set it to 1 in a topic result script for a certain greeting, that it automatically knows that if I wanted the said variable to stop repeating that topic, it would stop it. then if I were to set it to 0 again in the next greeting that I want him to say after the other greeting so the NPC doesn't explain something I already found out. I mean it just magically understands that even if all I did was declare it and set it to 1 and added getquestvariable in the first greeting and the same condition and result script set to 0 in the next greeting for just in case I never continued and instead just exited the topics menu when speaking to that character after that first greeting. Wow was that hard to explain or not. If your confused I'll try to clarify later ha ha.
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I'm confused. Please clarify. Is this what you're trying to say?

 

You have a custom quest, with a couple of topics that you made with the conditions for saying them dependent on a quest variable. And you want to know why it works?

Edited by fg109
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Values of quest variables are stored in your savegame. So if the variable is set to 1 by a dialog topic result script, and then you save your game and exit Oblivion, that variable will still be 1 next time you play Oblivion.

 

I am not sure if I understand what you are asking.

 

What is your question?

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