kromey Posted February 14, 2012 Share Posted February 14, 2012 Other than having a script run every X seconds via the OnUpdate event, is there any way to detect when a location is cleared? Specifically, I want to advance a quest I'm working on when the player clears a particular location. I could simply attach to the OnDeath event of the location's Boss Ref actor, but I'd prefer a method that is more robust in case additional Boss Refs are ever added. Searching for the obvious OnClear event turned up zilch, and I'm just :wallbash: at this point! Link to comment Share on other sites More sharing options...
gsmanners Posted February 14, 2012 Share Posted February 14, 2012 I think most of the scripts in this game use either an OnDeath event or a kill counter (or both). Link to comment Share on other sites More sharing options...
kromey Posted February 14, 2012 Author Share Posted February 14, 2012 Hm, so either watch for the OnDeath event on the boss ref, or keep a count of how many baddies the player has killed in the zone (which (a) requires knowing how many there were to start with, and (b) is prone to error in the event that e.g. a group of bandits spawned elsewhere happen to wander through the area). Ah well. Maybe having the quest be "kill the bandit leader" makes more sense anyway, especially since it opens it up to different play styles -- like sneaking in and taking out the leader stealthily without touching anyone else. Link to comment Share on other sites More sharing options...
gsmanners Posted February 14, 2012 Share Posted February 14, 2012 The problem with kill counter is that you'd sometimes have an enemy glitch out of the world and the player would be stuck, unable to kill as many as expected. (This is a bug from Fallout 3/NV, so I'm not sure it applies to Skyrim as much.) Link to comment Share on other sites More sharing options...
David Brasher Posted February 14, 2012 Share Posted February 14, 2012 You could use a trigger box that detected when the player reached the deepest point of the dungeon. (Maybe put it behind a locked door behind the room with the boss battle, so that the player was unlikely to get there without killing the boss.) You could have a trigger that trips when a certain door or treasure chest at the end of a dungeon is opened. You could have a trigger that trips when the player acquires a certain item at the end of the dungeon like a certain treasure or key. Link to comment Share on other sites More sharing options...
kromey Posted February 14, 2012 Author Share Posted February 14, 2012 All good ideas, David, but unfortunately I'm not dealing with a dungeon, but rather an outdoor location (Robber's Gorge, to be specific). It's part of my player-owned fort mod (see link in sig) -- step 1 is to clear the bandits out. It would be all to easy for a stealthy character to simply sneak into the final area of the "dungeon" without fighting a single bandit (especially since there's a totally unguarded back door...), as well as to loot the boss's chest without so much as spilling a single drop of blood. Neither of which accomplishes the intended goal of clearing the bandits out. Ah well, maybe just assassinating the leader is enough, disorient them just enough for the guards that will spawn in there later to deal with the remainders (not literally, mind you -- the bandits get disabled so that they won't respawn later). Link to comment Share on other sites More sharing options...
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