Jump to content

Quick question,


AnubisGrim

Recommended Posts

I'm working on a companion and I want to after you help him out and finish the first quest, I want a few day's later for him to strike up a conversation with the player launching another quest, but I don't know how to set it up only to happen a few days AFTER the first quest, any help?
Link to comment
Share on other sites

Well, I would assume it would have something to do with a quest variable. The quest variable could be triggered by a stage. When that happens the script then takes the current day, and then it changes based upon the day of the week. The dialogue itself would have a condition that would check the stage of the quest as well as that variable.

 

I did something semi-similar to this ;P

Link to comment
Share on other sites

I'll look into what skibblet's said and also ask this other guy If I can take a look at his scripts (unless his mod gives me permission to in it's self) thanks.

 

Any other help on the matter would be appreciated.

Link to comment
Share on other sites

I'm working on a companion and I want to after you help him out and finish the first quest, I want a few day's later for him to strike up a conversation with the player launching another quest, but I don't know how to set it up only to happen a few days AFTER the first quest, any help?

i'd suggest you don't actually stop the quest, but keep it running, set it to a low script delay rate (you just want to check for passed days after all) and CompleteQuest instead, this completes the quest player-side, but it keeps running in background, scripts, variables and all included.

so you'd then on completion of the quest just like store GameDaysPassed in a variable and then have the quest run it's script like once an hour or something to check for passed time by "if ( GameDaysPassed - TheVariableYouStoredGameDaysInBefore > YourDesiredDaysAmount )"

and then you can still actually stop the quest or have it do whatever you want.

Link to comment
Share on other sites

So could I possibly have the first quest activate a second HIDDEN quest that in turn activates the third quest (witch is the second quest to the player)? because for some reason your confuses me, but if this way will work I'd be able to work my way through it.
Link to comment
Share on other sites

If you do not need the NPC to start the conversation (i.e. the player talks to the NPC and then it triggers), then emulating Contreras's quest would be easier for what you're trying to do. Check quest VFreeformMcCarran, topics VFreeformMcCarranSupplyOfficerContrerasTopic016, VFreeformMcCarranSupplyOfficerContrerasTopic017 and script VFreeformMcCarranQuestSCRIPT in the Geck.
Link to comment
Share on other sites

So could I possibly have the first quest activate a second HIDDEN quest

sure. whatever you can express in a non-reference-script, you can do.

if three quests for a companion come back is the most efficient way to do this is another question though...

 

but anyhow, i found for myself that i'm doing much better since i let my "do it the simplest working way"-objective get overruled by a "do it in a way you'll still comprehend what you did two days later"-clause... :-)

Link to comment
Share on other sites

Well the GECK is being stupid and crashing every time I try to advance-edit a face so It's getting annoying, but i'm about to try to edit the thing to do the few days thing. So if I clikc complete quest BUT I have the objective send it to another thingy it will keep going? I need to test this, thanks.
Link to comment
Share on other sites

  • Recently Browsing   0 members

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