Stonehelm101 Posted February 9, 2017 Share Posted February 9, 2017 Hello all, I'm trying to create a quest that requires you finish the assassination of Titus Mede first. How do I go about setting that up in the Creation Kit? Link to comment Share on other sites More sharing options...
KunoMochi Posted February 9, 2017 Share Posted February 9, 2017 The way to do that is by having a condition that checks whether the Quest Stage of the other quest is in the complete stage before it can start. You can check out the existing vanilla quest lines as a reference for how they do it. :) They usually have the quest stage ending at some high number, like "200" and have the other quest check to see if the quest is at stage "200" before setting the quest stage to its starting stage. Link to comment Share on other sites More sharing options...
Tasheni Posted February 9, 2017 Share Posted February 9, 2017 There's a difference between the conditions GetQuestCompleted or GetStageDone. A quest can complete without the players action, if another quest changes the status of a quest. So use GetStageDone to make sure, the player is the one who ends the quest. Link to comment Share on other sites More sharing options...
agerweb Posted February 9, 2017 Share Posted February 9, 2017 Or start the quest with Story manager and place the QuestCompleted conditions on the quest to start. Link to comment Share on other sites More sharing options...
Stonehelm101 Posted February 9, 2017 Author Share Posted February 9, 2017 Hello all, I'm trying to create a quest that requires you finish the assassination of Titus Mede first. How do I go about setting that up in the Creation Kit? The way to do that is by having a condition that checks whether the Quest Stage of the other quest is in the complete stage before it can start. You can check out the existing vanilla quest lines as a reference for how they do it. :smile: They usually have the quest stage ending at some high number, like "200" and have the other quest check to see if the quest is at stage "200" before setting the quest stage to its starting stage. There's a difference between the conditions GetQuestCompleted or GetStageDone. A quest can complete without the players action, if another quest changes the status of a quest. So use GetStageDone to make sure, the player is the one who ends the quest. Thanks for all your suggestions but just to make clear, if I want my quest to start after the end of the Civil War on the Imperial storyline, I set it up like I have in the image? http://i.imgur.com/6Cx0ij0.png Link to comment Share on other sites More sharing options...
Masterofnet Posted February 10, 2017 Share Posted February 10, 2017 No That will only effect the Dialogue. Not when the quest starts. It clearly states Quest Dialogue Conditions right on top of the box. I would use the story manager, most likely under chance location event ( depending on your quest ) and use your condition there. What would happen is the first time you changed location after that quest line was completed your quest would fire. Why would you run your condition on quest alias? You really should do a little more of your own research. Have a look at other quests in the kit. Do a google search and watch or read some tutorials. Link to comment Share on other sites More sharing options...
Tasheni Posted February 10, 2017 Share Posted February 10, 2017 (edited) GetQuestCompleted is a boolean value: yes or no. No is 0, yes 1. So it has to be = 1 Set up your quest as a change location event as Masterofnet suggested - I've messed around with all other options, but this is the best to control the timing. Attach it to the story manager and use an own branch for it. Tick the checkbox "shares event", that's needed to make it friendly to other events from other mods. Then try the condition above Edited February 10, 2017 by Tasheni Link to comment Share on other sites More sharing options...
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