Haravikk Posted October 1, 2017 Share Posted October 1, 2017 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 More sharing options...
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