virginharvester Posted April 9, 2018 Share Posted April 9, 2018 hi, sorry for my bad english,i like to make very simple quest, like this :SetObjectiveDisplayed(10) {"sell firewood to hod to become friend with him"}then set condition :if (hod_ID).getrelationsiprank player >= 1tnen :SetObjectiveCompleted(10) {"sell firewood to hod to become friend with him"}yes, just like that. i have search in internet about creating new quest,but all of them is neither contain :-create new npc,-create new item,-create dialogue, because my mod do not contain any of them,i have difficult to resume my mod, my question is,1.do possible create quest without dialogue?2.do any of you have reference link, guide, or something to help me?, or3.can someone make the mod or guide it for me?thank for reading, i will appreciate any help Link to comment Share on other sites More sharing options...
FrankFamily Posted April 9, 2018 Share Posted April 9, 2018 (edited) A quest doesn't need dialogue at all. You'll have your first stage with a fragment script to display your objective as you wrote. Then you need some event that would trigger when you sell the firewood to hod, sets the next stage of the quest which completes the objective. The usual way of doing this would be to give hod dialogue, something like "Here's the wood you asked for my friend" and him answering some generic thank you line already in the game. The fragment of that piece of dialogue would set the relationship rank and the stage of the quest as mentioned before. Without dialogue, if hod is a merchant you could monitor his merchant inventory and when there are ten firewoods in there then advance the quest I guess. (Or monitor the players the player inventory and when 10 firewoods have gone from player's inventory to hod's then that's it, even better) Relevant papyrus events:https://www.creationkit.com/index.php?title=OnItemAdded_-_ObjectReferencehttps://www.creationkit.com/index.php?title=OnItemRemoved_-_ObjectReferencehttps://www.creationkit.com/index.php?title=AddInventoryEventFilter_-_ObjectReference I'm also going to link this series: https://www.creationkit.com/index.php?title=Bethesda_Tutorial_Planning_the_QuestWhich by you mentioning creating npc, item and dialogue I assume you have already seen it. I link it anyway because all the other chapters are very relevant to making any quest and in no way show you need npcs, items or dialogue to make a quest. What a quest needs is stages, most of the time objectives and a bit of scripting. The rest is simply a way to convey information the player and have him do stuff which in this type of games usually involve killing or talking to npcs and getting or delivering items but doesn't mean any of these are necessary, depends on the quest. Edited April 9, 2018 by FrankFamily Link to comment Share on other sites More sharing options...
virginharvester Posted April 10, 2018 Author Share Posted April 10, 2018 A quest doesn't need dialogue at all. You'll have your first stage with a fragment script to display your objective as you wrote. Then you need some event that would trigger when you sell the firewood to hod, sets the next stage of the quest which completes the objective. The usual way of doing this would be to give hod dialogue, something like "Here's the wood you asked for my friend" and him answering some generic thank you line already in the game. The fragment of that piece of dialogue would set the relationship rank and the stage of the quest as mentioned before. Without dialogue, if hod is a merchant you could monitor his merchant inventory and when there are ten firewoods in there then advance the quest I guess. (Or monitor the players the player inventory and when 10 firewoods have gone from player's inventory to hod's then that's it, even better) Relevant papyrus events:https://www.creationkit.com/index.php?title=OnItemAdded_-_ObjectReferencehttps://www.creationkit.com/index.php?title=OnItemRemoved_-_ObjectReferencehttps://www.creationkit.com/index.php?title=AddInventoryEventFilter_-_ObjectReferencecan it set as when "(hod_ID).getrelationsiprank player" is changed?or when global friendscountwhiterun?because if we sell corps or firewood or ore,the buyer do not take the actual selling item so we cant use "if inventory changed" in that your link provide!!,anyway any trick without including dialogue? A quest doesn't need dialogue at all. I'm also going to link this series: https://www.creationkit.com/index.php?title=Bethesda_Tutorial_Planning_the_QuestWhich by you mentioning creating npc, item and dialogue I assume you have already seen it. I link it anyway because all the other chapters are very relevant to making any quest and in no way show you need npcs, items or dialogue to make a quest. What a quest needs is stages, most of the time objectives and a bit of scripting. The rest is simply a way to convey information the player and have him do stuff which in this type of games usually involve killing or talking to npcs and getting or delivering items but doesn't mean any of these are necessary, depends on the quest.yes i read this page for months, but it contain that i mention so i skip those parts and i get stuckbecause of it Link to comment Share on other sites More sharing options...
FrankFamily Posted April 10, 2018 Share Posted April 10, 2018 mmm afaik when you sell an item it does indeed go the merchant's inventory, not the actor's inventory but a merchant chest that is linked vis its merchant faction i think. At least until said chest resets which is not a problem you just need the event to fire as soon as you sell this dude firewood and increase a variable on the script, when thats 10 change stage. Link to comment Share on other sites More sharing options...
virginharvester Posted April 10, 2018 Author Share Posted April 10, 2018 i talk about sell ores to miner, crops to farmer and firewood to lumber mill owner(sell via dialogue without barter menu displayed),as far i know, they is not are merchant, all items you sold to them is scripted transmute into gold, anyway, in quest objective tab on creation kit, there a box about condition, any idea using it to make the quest?if not then my question about "is possible make new quest without dialog?", in my case is impossible, one last thing, thanks for reply Link to comment Share on other sites More sharing options...
FrankFamily Posted April 10, 2018 Share Posted April 10, 2018 If you are going to have a scripted exchange of firewood and gold then put your stage progression in that script, or make him a merchant and monitor his inventory so you dont need any custom dialogue, I believe you are overcomplicating your issue by wanting to a quest about talking to an npc "without dialogue" whatever that is supposed to mean because you are going to have the sell firewood dislogue anyway. You dont even need to have the firewood go to his inventory, monitor the player's and when firewood is removed wait a bit for the dialogue script to do its stuff and check the relationship with the guy for example. Anyway, another option, so, relationship increases when you sell him, the easiest would be imo to do your stuff in that script but you can also listen to the relationship change setting up a quest to be started by the story manager with some conditions and using its stage 0 to advance yours, its the definition of overcomplication when compared to orevious options.https://www.creationkit.com/index.php?title=Story_Manager I dont have the ck right now but those conditions are probably for the targets of the objectives, i, e. to show one quest marker or another based kn conditkons. what do you want to do with that? Link to comment Share on other sites More sharing options...
virginharvester Posted April 10, 2018 Author Share Posted April 10, 2018 I dont have the ck right now but those conditions are probably for the targets of the objectives, i, e. to show one quest marker or another based kn conditkons. what do you want to do with that?of course make it as quest trigger if (hod_ID).getrelationsiprank player >= 1 Link to comment Share on other sites More sharing options...
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