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Remove cobwebs and spiders when quest is completed?


aBaDmAn91

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Hm, that should work. SpiderAndCobweb is a quest alias pointing to your XMarker, yes? And the spiders and cobwebs have said XMarker set as their "Enable Parent"? (Note: Don't, as I still do with regularity, confuse Enable Parent with Activate Parent -- using the latter in this case won't do what you want it to do!)
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Sorry if I step in here. But I've got exactly the same problem and I was hoping that you'd figured out what caused your objects to stay? I figured it might have something to do with the quest already having started at the point of including the code snippet but I could not confirm this.
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The quest having already been started shouldn't prevent your new code snippet from running, unless you have already started (or completed) the particular stage you are modifying (or, if relevant, have skipped it altogether).

 

If you are modifying a vanilla quest to do this, I would suggest a two-pronged approach:

1) Add the relevant code snippet to the appropriate stage. If the stage is skippable, add additional code as necessary to capture that.

2) Add a new quest with a single stage (marked as "start-up stage") that checks if the vanilla quest's stage has already been completed and, if so, run your new code snippet there.

 

For example, if the vanilla quest stage you're modifying is stage 50, you would add your code snippet to hide the cobwebs etc. there. Then, you would create a new quest with a single stage (0) marked as "start-up", with code that, if vanilla quest's stage 50 is completed, runs the same code snippet.

 

If you are modifying a quest you yourself have added, but which you may have already completed in your save, the same applies -- your new code won't run because the stage is already completed. Either start up a new character for testing purposes, or do the same "new quest" trick mentioned above.

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  • 2 weeks later...

This is all chinese for me (actually, no, i know at least some chinese). Guess i'll never be able to add an NPC with decoration options to my player house ... -.-

 

I do understand the relations, i have no idea how to make them. I know no papyrus whatsoever. Can't even look at the dovaheim scripts. Seems to be everything in the bsa file, and where it actually supposed to be in the CK interface i only read ";CODE NOT LOADED". Looking at the "HousePurchase" quest didn't help either, i just looked stupid at all those shiny dynamic variables and "((Shared))" dialogues which don't tell you squat about how to do your own because nothing concrete is there, just references, aliases and whatnot.

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Can't even look at the dovaheim scripts. Seems to be everything in the bsa file, and where it actually supposed to be in the CK interface i only read ";CODE NOT LOADED".

You have to extract the scripts from the .bsa file before the CK can access them. All the source scripts should be in it, just fire up BSAOpt (or whatever you'd prefer to use) and extract the scripts/sources/ directory into your Skyrim Data directory.

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