Jump to content

[LE] Disabling Quest Triggered via New Voice Power Event


Haravikk

Recommended Posts

Okay, so I have a quest that I want triggered via the New Voice Power event, so that I can look for a specific voice power given during a main quest, as it's a good point at which to start mine without having to edit parts of the main quest itself.

 

So my quest simply has the New Voice Power event selected and a script like so:

Scriptname MyQuestScript extends Quest  

Shout Property ClearSkiesShout  Auto 

Auto State Waiting 
	Event OnStoryNewVoicePower(ObjectReference akActor, Form akVoicePower)
		Actor PlayerRef = Game.GetPlayer()
		if (akActor == PlayerRef) && (akVoicePower == ClearSkiesShout)
			; Do some stuff
			GotoState("Done")
		else
			Self.Stop()
		endif
	EndEvent
EndState

State Done
	; No event
EndState

Basically the quest should start each time the player receives a new shout, if it isn't the one I want then the quest is stopped (so it can be started again) otherwise we do some stuff and leave the quest running with the script in the empty Done state to ignore all future events.

 

My concern is that once I do get the shout I want, the quest is still there even though all it is now doing is ignoring events. Is there a cleaner way to tidy up my quest? Does marking it as complete prevent it from being restarted by the story manager?

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...