Brocknoth Posted May 1, 2019 Share Posted May 1, 2019 Ok so I've just started to work on a simple quest to get my feet wet with the CK. Nothing crazy you just follow a series of notes/clues that lead you to an NPC who gives you a task and when that task is over the quest ends and the NPC becomes a merchant in addition to their usual dialog. Now I want the notes to appear in sequence as the player reads them so things can't be done out of order. IE your read the first note, the quest starts, now you can find the 2nd note, read the 2nd note, objective updates, now you can find the 3rd, ETC. I would imagine it would have something to do with marking each note as a reference and attaching a script that checks for SetStage and disables the object till the appropriate stage rolls around? I might be in over my head here for just starting off ^_^; Link to comment Share on other sites More sharing options...
IsharaMeradin Posted May 1, 2019 Share Posted May 1, 2019 Place all notes. Set them to initially disabled (unless the quest starts with the first note then leave it enabled). Attach a custom script to each note. Use the OnRead event to enable the next note, advance stage, etc. If the notes are also supposed to be quest objects with pointers over them, then make sure the reference alias points to the pre-placed instance rather than creating a new one. The script for enabling the next can then be placed on the reference alias rather than the note directly. Link to comment Share on other sites More sharing options...
Brocknoth Posted May 1, 2019 Author Share Posted May 1, 2019 (edited) I see I attach the code to each object in the sequence so that it only runs AFTER the player has read it. Thank you for the help I appreciate it.Off topic for a second but is there a way to force a refresh on the form IDs associated with a crafting bench? I had to "fix" another mod I was using. I modified the forms for the items intending to remove a couple recipes and add back in another one that was supposed to be there. I load up my save and the table is still exactly the same. Is this a script thing? IE would I have to clean my save to get the list to update or did I miss a step? Edited May 1, 2019 by Brocknoth Link to comment Share on other sites More sharing options...
IsharaMeradin Posted May 1, 2019 Share Posted May 1, 2019 Make sure you do not have another plugin overriding the same recipe records as that would prevent any changes you make from showing up.Make sure you do not have an SKSE required mod using scripts to ensure a recipe is a certain way as that too could prevent any changes you make from showing up. The first is easy to spot as you can load your entire active plugin list in TES5Edit and see what plugins affect the same records.The second is not so easy as it could be buried in scripts somewhere. Link to comment Share on other sites More sharing options...
Brocknoth Posted May 2, 2019 Author Share Posted May 2, 2019 (edited) It's definitely not another plugin the crafting menu is unique to this particular mod. It's likely script related than. I'll just revert the mod to my backup and I'll wait for the mod author to fix it. I wasn't being impatient I just thought I would try my hand at fixing it myself. Regardless thank you for your help. I'll update the topic with other questions if need be. Edit - Nevermind I figured it out. I need to use an OBJECT reference, not an alias one. Gah I feel dumb sometimes... Edited May 2, 2019 by Brocknoth Link to comment Share on other sites More sharing options...
Brocknoth Posted May 4, 2019 Author Share Posted May 4, 2019 Alright I've moved into phase 2 of this little quest exercise I've created for myself. Got all the notes placed, linked everything up so it runs up to where I am, now comes the fun part. I've built a cell for my new NPC and I'm in the process of adding clutter and such. That took forever but I learned a lot about room building. I have a basic idea of how dialog works I just have a couple questions. Firstly I want the NPC to trigger a dialog the first time the Dragonborn meets them. Ya know how certain NPCs will walk up to you and force a dialog? I want to do that for the first encounter but I only want it to happen once. Would this be considered a "scene" and something I would do with the story manager?Afterwards there's a bunch of other stuff I'd like to do. I'd like to make the NPC a merchant along with his usual banter and then allow the player to take things from his "home area". I'm pretty sure I could just add the NPC to the proper faction but how would you do it for individual items within the cell? Faction stuff too? The other thing I want to do is make another quest available from this same NPC but at a later point in game time. Say maybe like 3 in game days for instance? How does that work?Lastly I'll be doing the voice work for this guy (Audacity) I'm just curious if there's a certain format I need to use. I also want to replace his idle, and combat stuff too I'm just not sure how I'd go about doing that. Sorry for double post and such and thank you in advance. Link to comment Share on other sites More sharing options...
IsharaMeradin Posted May 4, 2019 Share Posted May 4, 2019 Someone else will need to assist you with all that as none of it is within my wheelhouse as it were. I can point you to ForceGreet for the dialog. I can suggest registering for and running an OnUpdateGameTime event to advance a global variable used in dialog conditions to allow the new quest dialog to appear after however many in-game days have passed. I can even point you to this about adding voices to NPCs: https://www.creationkit.com/index.php?title=Adding_Voice_Intermediate_Tutorial. But I haven't done any of that myself in order to give specifics. Sorry. Link to comment Share on other sites More sharing options...
Brocknoth Posted May 4, 2019 Author Share Posted May 4, 2019 Not a problem, not a problem. I'm learning as I go and even though I'm throwing away hours there's still something satisfying about the whole thing. Thank you again for your help. Link to comment Share on other sites More sharing options...
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