Elfie44 Posted August 24, 2008 Share Posted August 24, 2008 Hey everyone. :) So I've decided to chip in to the modding community by making a mod, however, I am unsure how to do this specific task and I was hoping one of youse would help make sense on how to achieve it.... With my planned mod, I intend to use quest text (The text boxes) without making it a quest. (Hope that's understandable.) xD Like it doesn't get logged in the completed quests and such, and can be repeated with different outcomes depending on a variety of the PC's skill levels. And can be accessible through a variety of different NPC's depending on their gender. Any help would be greatly appreciated and if any more details are required, please ask. :) Link to comment Share on other sites More sharing options...
hyper574 Posted August 24, 2008 Share Posted August 24, 2008 http://cs.elderscrolls.com/constwiki/index...My_First_Script This might help. On a side note it may be better to start off simple. House mods are good for that. They can be anything from just a copy thrown into some random section of wilderness or large, complex buildings with a number of unique meshes, textures and scripts. Link to comment Share on other sites More sharing options...
Elfie44 Posted August 25, 2008 Author Share Posted August 25, 2008 Thankyou for the reply, I'll check it out right now. ^_^ Link to comment Share on other sites More sharing options...
nosisab Posted August 25, 2008 Share Posted August 25, 2008 The concept of "quest" isn't the same to the CS like it is to the gamer. It can be used to start some event the player may be or never be aware. It can be used to give items and stop itself soon after. Complexes mods may use a quest with the sole purpose of having a script, this script itself with the only purpose of being the definer of global variable emulators, since variables defined in a quest script are accessible by any and every script in the mod, even if the quest itself stops, and they are maintained between game sessions as their values too. So the concept of quest texts like you exposed is strange at least. If it guide the player toward a goal it is a quest text no matter the way it is launched, inside a quest section or non quest script messagebox. If it is just an informative text so it isn't a quest text regardless being issued from a quest section or whatever else way. If I understood your purpose, avoiding the quest section is just the harder and difficult to maintain way of doing things. Link to comment Share on other sites More sharing options...
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