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Final Bit


wizardmirth

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I've also already thought of using quest stages to set certain variables, although for my purposes I found it unreliable since discovering that quest stages can't be back-indexed. Their results, for example journal updates, will appear, but the stage number itself can't be reversed.

There's a box that you can tick which says 'Allow repeatable Quest Stages' or something like that. That should allow you to reset a quest's stage back to 0 or whatever should you want to. I think it's in the same window as where you can give the quest a name.

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I've also already thought of using quest stages to set certain variables, although for my purposes I found it unreliable since discovering that quest stages can't be back-indexed. Their results, for example journal updates, will appear, but the stage number itself can't be reversed.

There's a box that you can tick which says 'Allow repeatable Quest Stages' or something like that. That should allow you to reset a quest's stage back to 0 or whatever should you want to. I think it's in the same window as where you can give the quest a name.

 

I'll look into it, thanks. Oh and thanks for posting your quest tutorial and how to make silent voice files without increasing filesize. Those helped get me started.

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I've also already thought of using quest stages to set certain variables, although for my purposes I found it unreliable since discovering that quest stages can't be back-indexed. Their results, for example journal updates, will appear, but the stage number itself can't be reversed.

There's a box that you can tick which says 'Allow repeatable Quest Stages' or something like that. That should allow you to reset a quest's stage back to 0 or whatever should you want to. I think it's in the same window as where you can give the quest a name.

 

I'll look into it, thanks. Oh and thanks for posting your quest tutorial and how to make silent voice files without increasing filesize. Those helped get me started.

If I remember correctly, that checkbox doesn't work, or atleast it doesn't work relably.

 

As for the disposition issue, doing a refname.moddisposition player 100 should make them friendly, but won't stop combat on its own, you'll need to use "stopcombat" after the NPC is friendly. The purpose of doing a -100 moddisposition is so that no matter what the disposition was before, it will get set to 0. This is done because dispositions between NPCs or the player are not always the same in all cases. Setting it to 0 before initiating any changes will give you a constant starting place no matter what it was before. A 100 increase will do the same thing, but then you have to plan all the changes as subtractions to disposition.

 

Just make sure that if you're using disposition checks between NPCs that they are NPCs that don't have any contact with eachother or problems may occur. It's also best that any checks being made to an NPC be on a target that isn't leveled so that the bonuses from mercantile and speachcraft which raise personality don't interfere.

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If I remember correctly, that checkbox doesn't work, or atleast it doesn't work relably.

 

As for the disposition issue, doing a refname.moddisposition player 100 should make them friendly, but won't stop combat on its own, you'll need to use "stopcombat" after the NPC is friendly. The purpose of doing a -100 moddisposition is so that no matter what the disposition was before, it will get set to 0. This is done because dispositions between NPCs or the player are not always the same in all cases. Setting it to 0 before initiating any changes will give you a constant starting place no matter what it was before. A 100 increase will do the same thing, but then you have to plan all the changes as subtractions to disposition.

 

Just make sure that if you're using disposition checks between NPCs that they are NPCs that don't have any contact with eachother or problems may occur. It's also best that any checks being made to an NPC be on a target that isn't leveled so that the bonuses from mercantile and speachcraft which raise personality don't interfere.

 

Haven't tested that check box thing out yet but I will at some point.

 

The disposition + stopcombat thing worked like a charm.

 

The only other minor issue I have left, I hope, is getting a spell effect, whatever kind possible for objects, to play on suddenly enabled object for set duration. I seem to be able to get it to start on every single damn frame but if I want it to run for duration then nothing.

 

Anyway, enable object is inside OnDeath script for big baddie so the animation needs to play right after that. I'm going to try a couple of more things out now but may just scrap it since it isn't mandatory, though it would be nice. Coolness factor aside, the main point is so that the object stands out more for the player to see once its enabled.

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I'm going to try a couple of more things out now

 

I think I found a way around it. When the item is enabled there is a new blank stage set I created. I put the spell effect on the item inside the quest script based on if == that quest stage. And once it's picked up a new stage is set so animation then stops. I think it's still playing every frame though before the item is picked up by player. It's a small item and I haven't noticed any hit to fps when spell effect is going. I wonder if that's going to be a problem for anyone else though.

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