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Tying Baked quests into new settlement


DracoInvictus1

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Let's say I have a settlement that I created in Salem. It has no problems in and of itself (no 0 happiness crap). If I wanted to make it so that you couldn't engage the settlement until you help Barney with the Mirelurks, what would I need to do to tie the settlement to the completion of that questline?

I did a search in the forums, but couldn't find anything, so I here I am.

 

Thanks in advance.

 

Draco

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Although I've been wondering something similar myself, this is probably a question better asked in the Creation Kit forum.

 

Another thing to consider is: what if a player installs your mod AFTER having already completed the "Help Barney" quest? There needs to be a way for the script or quest fragment that will be used to check for the quest completion status at first run, then unlock the settlement if the Barney quest is already completed.

 

There was a post I have bookmarked on one of the old Bethesda FO4 forums that covered exactly what we both seem to be looking into, but of course, those forums are no longer available.

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Is there a way for me to move the thread? I looked but couldn't find anything. I appreciate the guidance.

Yeah, I thought about that too. Of course, I could just blow out everything to do with that quest and tell everyone not to install it until they have completed the quest, but I would really rather not do that. (More chances to royally screw something up, and I don't want to be "that" guy)

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Is there a way for me to move the thread? I looked but couldn't find anything. I appreciate the guidance.

 

Yeah, I thought about that too. Of course, I could just blow out everything to do with that quest and tell everyone not to install it until they have completed the quest, but I would really rather not do that. (More chances to royally screw something up, and I don't want to be "that" guy)

 

 

AFAIK, a moderator is the only one who can move or close threads. I only suggested it because there is likely a better chance of getting help there then the general forums...not to say you won't here though.

 

The only "flaw" if you want to call it that, with telling people to not install a mod until such and such a point in the game assumes that they read the part of the mod description and instructions they tells them as such. There will always be a certain percentage of people who for whatever reason can't seem to do that and will complain the mod is "broken." Anything you can do to short circuit that will make your life (and theirs) less problematic.

 

EDIT: Knew I hit save to quick: what I meant to say regarding posting in the CK forum is that is someone was able to come up with a solution to this, people looking for similar info in the future would most likely search for it there first.

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