armageddon818 Posted June 7, 2008 Share Posted June 7, 2008 I'm trying to make a quest, something i'm not really good at. I think it would be much easier to copy one of the quests already made that is similar, and then just change it as neccessary. However, when i press duplicate, nothing happens. Does it just not work like that? Link to comment Share on other sites More sharing options...
Vagrant0 Posted June 7, 2008 Share Posted June 7, 2008 I'm trying to make a quest, something i'm not really good at. I think it would be much easier to copy one of the quests already made that is similar, and then just change it as neccessary. However, when i press duplicate, nothing happens. Does it just not work like that?Even if you could, it would probably be a bad idea to do so. There are simply too many things linked to a quest, and if those are duplicated as well, it would be a problem trying to sort it out. Also, by changing something in that duplicate, you may unknowingly affect the original. Additionally, most of the meat of a quest, dialogues, can't be edited very well, and it is often easier to define new ones from scratch. Quest scripts, stages, and references are also, usually easier to define from scratch so that you know you aren't getting some additional bits which will interfere with other quests. At best, existing quests should be used as reference only. Find out how they did whatever they did, and replicate it. As far as dialogues go, you should always make them specific to NPCs which are added by your mod, wherever possible. Using vanilla NPCs as targets can occasionally cause problems, depending on the dialogue. As for voices, don't bother. Just be sure to run it through TES Gecko at the end, and make sure you include the generated silent files with your mod. Link to comment Share on other sites More sharing options...
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