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Need help with first quest - Starting, aliases, etc


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Hello everyone!

I'm currently building my first quest and have nearly everything in place. I'm hung up on a few things which I will outline below. I would like to conquer them one by one so that I can learn how things are done in the process. Thanks for any help given!

First some background on what I have so far....
I'm building up a quest for the mod Jaggarsfeld so the NPC (Van) is not running around like a lunatic killing everything. I currently have him set up on a schedule so if you arrive at the location it needs to be between the hours of 10am and 8pm; else he'll be in the locked up cabin sandboxing.

The dialogue is pretty much complete (without voice for now). Initially, Van will greet you when you're in view and start a conversation. After this conversation ends the quests advances to one of two stages until you've killed him and Jaggarsfeld is yours.

 

What I need help with

  1. Start Quest via map marker discovery Done!
  2. Aliases (a foreign...everything to me) Done...for now.
  3. "Return Dialogue option"
  4. Transferring ownership to player

The first thing I have yet to figure out is starting the quest. I don't want the quest to run at game start and the quest should end at the death of Van so nothing is using up memory needlessly. The best option I could come up with was to start the quest upon discovering the map marker. This, I haven't figured out yet. I figured it is attached to aliases some how, but aliases are a foreign language to me. This is what I need help with first.

Edited by TechAngel85
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How about you start the Quest when the player enters Jaggarsfeld (thru a cave entrance I seem to remember) using a Change location event in Story Manager.

 

Somebody asked me about the Change location event before so I did some screenshots of setting it up, I have put them here

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How about you start the Quest when the player enters Jaggarsfeld (thru a cave entrance I seem to remember) using a Change location event in Story Manager.

Well, that sounds like it would work for now, but I had some other things planned for down the road which would change how the player receives the quest that ties into receiving the quest before entering. This could always be changed down the road when that time comes, though. I've found a tutorial video for doing as you suggest. I will follow it and report back. Thanks!

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The change location event is tied to the cell location name so it can be started by the player entering any cell you choose either interior or exterior. Its a very good way of starting quests particularly if you want the quest to place NPCs in the world (like Van in your case).

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I had a look at the posted esp and the quest is set up correctly but you haven't added a SM Event Node. You need to go into Change Location Event and add a node to hang your quest off (see my first Wiki screenshot).

 

So:

 

You need to create a Location - eg HunterCabinLocation edit your HuntCabinFront Cell or which ever your using and set its location to the Location name you have created.

 

Go into the SM to Change Location Event add a branch node, then a quest node (with GetInCurrentLoc set to your location name and set to run on Player. Then add you quest to the quest node. Make sure you have ticked the boxes I have in the wiki screenshot.

 

Your LocationCentreMarker needs to be in the Cell that is being referenced and your quest needs startup and shut down stage set.

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I had a look at the posted esp and the quest is set up correctly but you haven't added a SM Event Node. You need to go into Change Location Event and add a node to hang your quest off (see my first Wiki screenshot).

 

So:

 

You need to create a Location - eg HunterCabinLocation edit your HuntCabinFront Cell or which ever your using and set its location to the Location name you have created.

 

Go into the SM to Change Location Event add a branch node, then a quest node (with GetInCurrentLoc set to your location name and set to run on Player. Then add you quest to the quest node. Make sure you have ticked the boxes I have in the wiki screenshot.

 

Your LocationCentreMarker needs to be in the Cell that is being referenced and your quest needs startup and shut down stage set.

Thanks for taking a look. I actually do have all that set up, but I didn't have the cell location set so I've done that, but just making that change hasn't worked.

 

temp.jpg

 

I noticed in your shots that you have a new branch whereas following the video had me create one under the quest node branch. Perhaps this is why it's not working? Also, as you can see I have it set up outside the cave entrance at the moment. "HunterFieldExterior" is the cell name in the Tamriel worldspace.

Edited by TechAngel85
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I've updated the OP with the latest Dev version with the changes.

 

I've moved the node up to a branch node>quest node>quest format and it still hasn't worked. A user on Bethsoft suggested just using a trigger box to start the quest when the player walks through it. This sounds like a far less complicated way to trigger the quest. Though I'm still curious as to way this method isn't working.

Edited by TechAngel85
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I've also tried the trigger box approach and it's not working either. Something else must be arwy...what is the question.

 

OP is updated with the latest dev file for the trigger box as well. This is frustrating...

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