Ellixen Posted August 12, 2011 Share Posted August 12, 2011 Hey everyone, I'm sure you're tired of seeing my posts lol. I'm writing because I want to add a quest that leads to the purchase of items in my mod (as opposed to just throwing them into a chest). However, I don't know how to give the player the quest without having him talk to some random npc. For example, when you start the game, it automatically gives you the tutorial quest. I tried following the conditions it had for that but it hasn't worked for me. Can anyone let me know if what I ask is even possible and if so, can you point me in the right direction? Just to clarify, I want the quest to be put in the log right when you load up the mod. Thank you Link to comment Share on other sites More sharing options...
Khet Posted August 12, 2011 Share Posted August 12, 2011 In the quest script, toss in something that looks like this: Short Start Begin GameMode If Start == 0 SetStage QuestID Stage Set Start to 1 End If End Basically, it checks to see if Start is 0 (which it will be, when the game is first launched) it'll then set the quest to whatever stage you want, and then set Start to 1 so it never happens again. Now, if you want this to only appear AFTER the tutorial or some other quest being completed, you can add in this too: If Start == 0 && GetStage QuestID == XX Replace XX with the stage of the quest you want checked. Then, the script will only run if BOTH conditions are true. Link to comment Share on other sites More sharing options...
Ellixen Posted August 13, 2011 Author Share Posted August 13, 2011 Awesome! thank you so much for that. Now I just have one (i hope) final question for this mod then I can upload it. I need a quest marker for the map. I know how to place map markers and enable fast travel and what not. However, I want that pretty red arrow that shows on the map where you're supposed to go. Link to comment Share on other sites More sharing options...
David Brasher Posted August 13, 2011 Share Posted August 13, 2011 In your new quest, open the quest window. Click on "Quest Targets." Right click in the field under "Target Ref." Select a persistent reference for your target, and place appropriate conditions on the quest target so your red arrow will only show on the map when it is useful, and then go away after it has served its purpose. Link to comment Share on other sites More sharing options...
Ellixen Posted August 13, 2011 Author Share Posted August 13, 2011 In your new quest, open the quest window. Click on "Quest Targets." Right click in the field under "Target Ref." Select a persistent reference for your target, and place appropriate conditions on the quest target so your red arrow will only show on the map when it is useful, and then go away after it has served its purpose. Haha so that's what quest targets is for xD, I'm new to the quest portion of the modding scene and this will be my first mod in about 4 years. Thank you so much for your help! Link to comment Share on other sites More sharing options...
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