Muralin Posted June 14, 2016 Share Posted June 14, 2016 Hi everyone, i'm trying to solve a little problem: I have a quest where an npc is escorting the player character from Cheydinhal to Bruma. On the walk there, there is supposed to be a point where the stage updates and the npc starts a conversation with the player (happens right before the Roxey Inn halfway between the two towns). I thought using a simple trig zone on the road with a script would do the trick for changing the quest stage: Scriptname TrigZone01Script Begin OnTrigger player if ( Getstage AAAQuest == 10 ) if ( NPCRef.GetDistance Player < 500 ) NPCRef.StartConversation Player setstage AAAQuest 20 endifendif End I have tried that and other variations, but it doesn't trigger the new stage at all. I have used a similar trigger zone script in an interior for a different quest with success, so my assumption is that trigger zones don't work in the exterior world? (My guess) So I was wondering if there is a script I can make where it will trigger stage 20 when I get to a certain spot outside of the Roxey Inn. Any help is appreciated, thanks. Link to comment Share on other sites More sharing options...
Surilindur Posted June 14, 2016 Share Posted June 14, 2016 (edited) Trigger zones do work in exteriors. StartConversation can take a topic ID as a parameter if that would help: http://cs.elderscrolls.com/index.php?title=StartConversation Also, the wiki says StartConversation can fail occasionally. And you can also set the quest stage in the topic result script (the white box above conditions in the CS, remember to press compile). Begin OnTrigger PlayerRef If ( Getstage AAAQuest != 10 ) Return EndIf If ( NPCRef.GetDistance Player < 500 ) NPCRef.StartConversation PlayerRef GREETING ; SetStage AAAQuest 20 <-- move this to the topic result script, it should help a bit EndIf EndAlso, if you could think of a nice prefix for your objects, scripts and all that. For example, it is possible that these ones are pretty common, and in case you want to use their Editor IDs in-game one day, it would be handy to have something more unique, at least for the quest, maybe:TrigZone01ScriptAAAQuestNPCRefFor example "TrigZone01Script" sounds like it might overwrite with something already in the game. I am not sure if it will, probably not, but having too generic editor IDs can sometimes cause all sorts of strange things, and having meaningful prefixes fixes that. For example I have used either an abbreviation of the mod name itself, or the full mod name, in case it is a short one (<20 chars). Chances are it will save you some headaches. Just a thought. If you wanted a prefix like AAA to make it sort to the top, you can instead use the Construction Set Extender and it will automatically both colour-code the objects with green and sort them to the top (by default): http://www.nexusmods.com/oblivion/mods/36370/? Hopefully that helps you get a little bit forward. :smile: Edit: You can place a messagebox in the trigger script to see if it triggers. It might also be worth noting that 500 is not too far away, and that the guest stage is always the highest number it has ever been. If you do this: SetStage Quest 10 SetStage Quest 50 SetStage Quest 20It will return 50 when you call GetStage. Edited June 14, 2016 by Contrathetix Link to comment Share on other sites More sharing options...
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