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How to create multi-item fetch quest?


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So, I've been working on my own story/companion mod for about six months, and making fairly good progress so far. But now I'm stuck on something that I feel like should be simple! I followed Seddon's tutorial on making a fetch quest and it works perfectly as long as there's only one item to get and return.

 

The issue is that for my story I need there to be multiple items to collect and return to the quest giver. I've made aliases for them in the quest and they all show up on the map, etc, so that works great. I initially tried to use quest stages to mark when each item was picked up, but I discovered that doesn't really work well because the player may collect each item in any order, and apparently quest stages can't go backwards?

 

Is there any simpler or better way for me to go about doing this? I've tried googling but so far to no avail! Any help would be amazing you guys. <3

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Hmm, ok so I got even more desperate and tried something a little weird, and got it to *sort* of work!

 

I watched Seddon's tutorial on using the killcounter script for quests where you have to kill a certain number of enemies to advance. But instead of using the killcounter script, I attached a different script to each of the containers holding the items I want the player to collect.

 

The script is called DefaultCounterAliasIncOnceOnActivate, and when I attached it to the containers holding my quest items, and then activate each container in any order, it *does* set the correct quest stage once all of them have been accessed! The problem with this method is that the script is running when the containers are activated, and not when the player has the actual item inside it in their inventory. I hope that makes sense? This means theoretically that someone playing my mod could open and then close the container andnot pick up the quest item, and yet the counter will still advance and think they had actually picked up the item when they hadn't.

 

I tried looking for other default counter scripts that might handle this somehow but I couldn't find anything that looked right. =( I know there's an oncontainerchange command or something similar...does anyone know if I could use something like that instead?

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feel free to grab and use my Gnomepocolypse mod as a reference it is all mini Fetch quests.

Thank you so much for the suggestion! I downloaded your mod and have been pouring over it in the CK and trying to figure out how you did it.

 

I seem to be having trouble seeing the scripts that you used for each quest stage? The fragments just aren't loading. I tried extracting them from the ba files and putting them into the scripts folder, but am having the same result. It's strange because I can see the script you put on your player alias, but I'm not sure how to decipher the properties. (I'm fairly new to modding, sorry about that).

 

I also pulled up the misc items you made, such as BTInt_DRGN_Garden_01_SL, and while I can see that a script attached to that item, I can't right click and view the source. (it's just greyed out) =( I'm assuming that script is where the magic happens? Or somewhere in the quest stages?

 

I'm sorry for all the questions, and thank you so much again for the help!

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