Fairawen Posted January 18, 2017 Share Posted January 18, 2017 (edited) Hey all - if it isn't already obvious, I'm a modding newb. I used to mod lightly for Morrowind, but Skyrim is a whole new bag.Background: What I'm trying to accomplish, a la scripting, is a messagebox menu to pop up when my quest goes to stage 10. The quest goes to stage 10 after talking with an NPC. So, essentially, you talk to the NPC, and a messagebox with a choice of 3-4 different buttons to press pops up. (I also want to randomize WHICH messagebox pops up out of a series of 5, using RandomInt function, but that's something I'll tackle later down the road.)Trouble is that I can't find the Event to include at the beginning of the script that says "hey, this script gets activated when this quest goes to stage 10". I can't even find mention of it anywhere. I've found a lot of mentions of messagebox-menu OnActivate, (i.e. Darkfox's awesome videos), but as much as I scour the list of Events over on the wiki ( http://www.creationkit.com/index.php?title=Category:Events ) I can't seem to find one that explicitly states "this is the Event you use if you want the script to be initialized by a quest".I have a feeling I'm missing something very basic, however I can't find any references to it via my own research.TL;DR: How do I initialize a script to run via a quest stage? Is it possible? Is there an Event type that I'm missing, or something else entirely? Heck, even if you can point me in the right direction towards a script sample or a tutorial that can explain what I'm missing, I'd appreciate it!Thanks for your help!P.S. - Anybody notice that the Skyrim Creation Kit Wiki is 502 error-ing? Been trying to follow the newb's guide to Papyrus over on the Wiki, but only the first page shows up. ( http://www.creationkit.com/index.php?title=Bethesda_Tutorial_Papyrus_Variables_and_Conditionals ) <- That's part two, and it's been down for days. Edited January 18, 2017 by Fairawen Link to comment Share on other sites More sharing options...
FrankFamily Posted January 18, 2017 Share Posted January 18, 2017 no event, use the quest's stage fragments, the script on there will run when it enters the stage Link to comment Share on other sites More sharing options...
Fairawen Posted January 18, 2017 Author Share Posted January 18, 2017 (edited) Thanks FrankFamily - can I ask what the fragment would look like? I know in Morrowind it was something similar to "start.MyScript", but none of the tutorials that I've been reading have mentioned much about fragments or how to use them properly.And apologies for the incredibly newb-ness: it's always the first hurdle that's the hardest. :tongue:Edit: I should explain what I mean. I'm imagining that the fragment would call up the script that's attached to the quest? Basically just a short line to "start" the script? Or is it handled differently? Edited January 18, 2017 by Fairawen Link to comment Share on other sites More sharing options...
Zzyxzz Posted January 19, 2017 Share Posted January 19, 2017 Have a look at that: http://forums.bethsoft.com/topic/1349649-dynamically-attaching-scripts-to-actors-near-the-player/ Link to comment Share on other sites More sharing options...
FrankFamily Posted January 19, 2017 Share Posted January 19, 2017 You can do whats on the tutorial zzyxzz linked, i.e. register for single update on the fragment and then have a scdipt on the quest catch it but if its something that needs to happen just once you can just put the code in the fragment. You mentioned a message, that would be just: Debug.messagebox ("some message") regarding tutorials, the quest tutorial series on the ck wiki explain a bit the quest fragments for setting quest stages and such. Link to comment Share on other sites More sharing options...
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