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NPCs giving you items


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Guest deleted43426342

You know how if your reputation in Freeside is high enough the King will send you someone that gives you gifts? If you can call squirrel on a stick a gift at least. Well I want an NPC to do that but with more specific items. Items you asked for.

 

Basically, you talk to him and can pick from a list of items and the following day he'll go to you and give it. I know I could just make him give you the items right away. But the purpose of this NPC is to make it feel as if you're giving someone else a quest.

 

My best guess is to make a new 'reputation' and to give different options of items different amounts of 'reputation'. And when he talks to you and you accept it I can just remove 'reputation' so he won't give it to you again until you pick that option. Let's say that works, which I doubt, how do I make him wait a day until he gives it and make him go to you to give it like the King's guy does.

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You should read the recently updated "Factions, Stealing and Ownership" section of the wiki "Getting started creating mods using GECK" article to clarify the role of "reputation" and "faction membership".

The first approach that comes to mind follows:

1. Once Player reputation in the existing "FreesideFaction" (whatever that is; haven't looked it up) reaches the desired level, the Player gets added to a new faction you create yourself. For discussion let's call it "FreesideHonorsDialog". The Player is added to that faction with a reputation of "1" (member).

2. Now you have your NPC wait for the Player to be a member of the "FreesideHonorsDialog", before they will approach. That means you have to have a quest script running to check for that condition to be true to then activate the NPC AI package that will approach the Player. This quest script might be one you have already created for another or similar purpose.

3. Once the NPC approaches the Player, their dialogue topics check the Player rep in the "FreesideHonorsDialog" faction, and you have various rep levels as conditionals for specific available "responses" which provide the menu list of available items to be fetched (i.e. "fetch quest").

4. Once the Player selects an item to be fetched, you set a "timer" to however many hours or days you want to wait before delivering. Back in your quest script you check whether the timer has counted down to zero. Once it has, then your NPC returns to the Player with the item.

5. Again, the dialogue response conditionals check for the NPC possession of the item in addition to everything else, and if true use the response to present it to the Player.

6. Now you have to decide if you want that item to be a "once only" gift (in which case you set a "DoOnce" flag variable specific to that item to prevent it from being presented as an option again, or perhaps give the Player a "non-playable token" item you can check for in their inventory to know that they have received it or how many of that item), or make it something they can ask for again. Either way, you need to clear any flags related to that "fetch quest" so other responses become available.

7. Set a different timer for how long you wish to delay before that NPC approaches with the same offer of a "fetch quest" again. You also have the option of bumping the Player's rep with that "FreesideHonorsDialog" faction to enable additional items available to be fetched. You should also consider what (if any) events might lower that rep.

This is just a broad outline of the process, based upon other scripts I've seen. I leave it to you as a learning exercise to flesh out the details.

-Dubious-

Edited by dubiousintent
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