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Quest door script question


X13Studios

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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.)
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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.

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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 by WarRatsG
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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 by X13Studios
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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 ;)

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