Ironman5000 Posted March 18, 2012 Share Posted March 18, 2012 (edited) I have got a rather large dungeon quest set up with new weapons, creatures and other stuff but I suck at scripting and trying to learn it is getting on my nerves. All I want is a basic quest in this kind of order, -Quest start on activator (door or self activate trigger box) which triggers the quest title, I think I know how to do popup messages and short desription pop ups (top left)-Instructions to escape with the marker pointing to a locked door, but you have to kill a certain NPC for the key-Quest ends on activating the locked door All I want is a quest in it's most basic form to get the mod up and running, maybe if anyone with quest-making experience could even inform me of a simple quest in Skyrim I can work from and alter by changing editor IDs (if it works that way :psyduck: ), i've gone through the beginner tutorial in the wiki but about half way through it starts explaining things in fashion that assumes you already kind of know what you're doing. I know it sounds noobish but it's just one of the few areas i've not dabbled with in detail. That and mesh altering. Edited March 18, 2012 by Ironman5000 Link to comment Share on other sites More sharing options...
eric31415 Posted March 19, 2012 Share Posted March 19, 2012 (edited) If you want the quest to start that way, you will have to add a script to the activator with a property referencing the quest. For the NPC you need to kill, you need to create a quest alias for him/her, Then add the alias as the target reference for that stage in the quest objectives tab. Do the same for the locked door, and they will show the quest arrows properly. Ending the quest on opening the door is basically the same your start. Don't bother making pop-up messages for this, use the display text box for that objective. To add more info, open the quest stages tab and use the log entry box. This is what shows in your journal for each stage. Edit - you also need a script for either the NPC or the key to update the quest (Event OnDeath or OnContainerChanged respectively). I would recommend having the quest alias as the key, that way the player has more than one way to complete the quest (pickpocketing). Unless this NPC just needs to die, of course. Unfortunately, copying an existing quest won't work. The wiki tutorial will show you just about everything you need, and will be much easier than picking thru a similar quest in the CK. Edited March 19, 2012 by eric31415 Link to comment Share on other sites More sharing options...
Ironman5000 Posted March 21, 2012 Author Share Posted March 21, 2012 Ok thanks i'll see what I can do with that, i'm not sure how to set up aliases but I should be ok looking this up. :thumbsup: Link to comment Share on other sites More sharing options...
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