X13Studios Posted October 1, 2011 Share Posted October 1, 2011 Hey i was wondering how you make it so when the player enters a designated cell or uses a door it would set a stage in the quest journal and display a message. like in the game. but only when a previous stage is set and not again when quest is done. (if player returns to kill/loot.) Link to comment Share on other sites More sharing options...
David Brasher Posted October 2, 2011 Share Posted October 2, 2011 Your script could be sort of like this: SCN AAMyDoorScript ; Object script attached to custom door. Begin OnActivate Player If Getstage AAMyQuest == 50 SetStage AAMyQuest 55 EndIf End You do not need a DoOnce because stages only set once. You will only get the diary message once, and never again, no matter how many times you loot the dungeon. Link to comment Share on other sites More sharing options...
X13Studios Posted October 2, 2011 Author Share Posted October 2, 2011 thats works the way i want to too but it makes the door not work. It displays message and updates journal but the door wont teleport the player Link to comment Share on other sites More sharing options...
WarRatsG Posted October 2, 2011 Share Posted October 2, 2011 Just do what David Brasher said, only add in an "Activate": SCN AAMyDoorScript ; Object script attached to custom door. Begin OnActivate Player If Getstage AAMyQuest == 50 SetStage AAMyQuest 55 EndIf Activate End Link to comment Share on other sites More sharing options...
X13Studios Posted October 2, 2011 Author Share Posted October 2, 2011 ty war ill give it a shot Link to comment Share on other sites More sharing options...
X13Studios Posted October 2, 2011 Author Share Posted October 2, 2011 (edited) Begin OnPlayer.AddItem 1ZdragonSoulGem If Getstage AAMyQuest == 50 SetStage AAMyQuest 55 EndIf End will that work for setting a stage for when an item is picked up. Edited October 2, 2011 by X13Studios Link to comment Share on other sites More sharing options...
X13Studios Posted October 2, 2011 Author Share Posted October 2, 2011 i thought about it, it prolli wont work like that cause you have to pick it up and bring it back to quest start Link to comment Share on other sites More sharing options...
WarRatsG Posted October 2, 2011 Share Posted October 2, 2011 (edited) Begin OnPlayer.AddItem 1ZdragonSoulGem If Getstage AAMyQuest == 50 SetStage AAMyQuest 55 EndIf End will that work for setting a stage for when an item is picked up. It should, if you change it to: Begin OnAdd Player If Getstage AAMyQuest == 50 SetStage AAMyQuest 55 EndIf End Attach this to the object. I should point out that you should try to avoid making an EditorID starting with a number - Oblivion doesn't seem to handle it very well. I can say from experience from when I made a quest that started with "00" and for whatever reason, no script I made believed it existed. As soon as I changed it to a letter, it worked perfectly. Edited October 2, 2011 by WarRatsG Link to comment Share on other sites More sharing options...
X13Studios Posted October 2, 2011 Author Share Posted October 2, 2011 (edited) will that script also pick up the item. And ill keep that in mind he number thing, ill start using just ZS or sumthing that will still put at the bottom. At this rate war rats im gunna have to give you credit for the scripts in my mod. xD I don't mind Edited October 2, 2011 by X13Studios Link to comment Share on other sites More sharing options...
WarRatsG Posted October 2, 2011 Share Posted October 2, 2011 The script will run when the item is picked up, so the item will be picked up normally - no script needed :D As for the number thing, I actually found out today that you can use quotation marks to make it work. So whenever you refer to the item in a script, it should be: Begin OnAdd "1zDragonSoulGem" And don't worry about credits ;) Link to comment Share on other sites More sharing options...
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