Vagrant0 Posted September 30, 2008 Share Posted September 30, 2008 Um, aside from the NPC thing, isn't that PM pretty much what I already suggested 3 days ago... and as for the NPC thing, you don't need to use multiple NPCs, you just need to use conditions on their packages that make those packages only work durring that part of the mod. For instance, given that quest stage 50 is where they are following you, and stage 80 or higher is where they are in the keep going around their business, you can use a condition getstage <questname> < 50 for the wander package (before you meet them, so that they remain in that cell, getstage <questname> == 50 for their follow package so that they will only follow you until you return to the kee, getstage <questname> >= 80 for the packages you want them to perform near the end of the quest.If you have another wander package at the bottom of the list without any conditions, they will default to this durring stages 51 to 79. Remember, the game checks packages from the top of the list to the bottom, as soon as it finds a package where all the conditions are true, it stops checking packages and selects that one. In this way you could technically use getstage <questname> <= 79 for the follow package, provided it was placed below the initial wander package. Link to comment Share on other sites More sharing options...
exanimis Posted October 1, 2008 Author Share Posted October 1, 2008 Thanks Vagrant0 and yes the PM is pretty much the same thing. Khet however explained it a little better to my tastes. No offense. Thanks for the new information as I said I am new at this and I am trying to learn. I have spent the last two days doing nothing but the tutorials on this site and on two others but for some reason I seem to be going backward. Maybe my download of the CS is bad or something. None of the scripts seem to work and for some unexplainable reason every mod I make, even the small ones I use to test something, have an asterisks beside abandoned mine interior. I have now downloaded the CS on my desktop (I built Vella den Keep on my laptop) and I am having the same problem. I have decided that I am going to do the entire quest and post it here as a tutorial, if I ever figure it out. Thanks again and I hope you will continue to offer more advice. Link to comment Share on other sites More sharing options...
Vagrant0 Posted October 1, 2008 Share Posted October 1, 2008 Thanks Vagrant0 and yes the PM is pretty much the same thing. Khet however explained it a little better to my tastes. No offense. Thanks for the new information as I said I am new at this and I am trying to learn. I have spent the last two days doing nothing but the tutorials on this site and on two others but for some reason I seem to be going backward. Maybe my download of the CS is bad or something. None of the scripts seem to work and for some unexplainable reason every mod I make, even the small ones I use to test something, have an asterisks beside abandoned mine interior. I have now downloaded the CS on my desktop (I built Vella den Keep on my laptop) and I am having the same problem. I have decided that I am going to do the entire quest and post it here as a tutorial, if I ever figure it out. Thanks again and I hope you will continue to offer more advice.The asterisk issue is one I know has come up before. Not sure if it was fixed or not, you might want to do some searching for older topics. Something about altered cells maybe. Was quite awhile ago, maybe 3-4 months. Hopefully that helps. If not, you should be able to just remove any records related to that interior before releasing your mod (by bringing up details (before loading the mod in the CS), finding the cell entry, and hitting delete). As for your script issue, not sure on that one, are the scripts getting saved? There's an obscure error if you have too many endif statements the script won't save, but you won't get any notice of it not saving or there being an error. Try posting some of th scripts you've tried, and explaining what you are attaching them to. Link to comment Share on other sites More sharing options...
exanimis Posted October 3, 2008 Author Share Posted October 3, 2008 OK, so I finally figured out where and how to start.(been through a lot of tutorials) My quest is coming along nicely. As per the advice I have received in this forum, I am not yet adding the dialogue. I am using the setstage command in the console while ingame to move forward in my quest stages. Now I have a new question. How do I set a messagebox to come up when I activate a skeleton? I need the stage to move forward after the player checks the skeleton and reads his diary. Link to comment Share on other sites More sharing options...
exanimis Posted October 4, 2008 Author Share Posted October 4, 2008 Editors IDAVelladenQuest Quest Data quest name: The quest for Vella den Keeppriority: 20check by Start Game Enable Target..............Function name .........Function info ......comp...... Valueno .................. GetIsPlayableRace.... none .................== ..........1.00 .......AND Script :VDscript01scriptname VDscript01 short AVelladenQuest begin gameMode .....if (AVelladenQuest)==0.......... setstage AVelladenQuest 10.......... set AVelladenQuest to 1.....endif end Quest Stages stage 10: Log Entry:In a recent issue of The Black Horse Courier was an article about a missing husband. The wife was offering a substantial reward. I should talk to Hassiri at the papers office whenever I'm in the Imperial City. result script:zVdAHdoorA.setOwnership (Abandoned house Pre quest door)zVdCdoorA.setOwnership (Castle Pre quest door)zVdAHdoorA.enable (pre quest)zVdAHdoorB.disable (post quest)zVdCdoorA.enable (pre quest)zVdCdoorB.disable (post quest)zVdBmDoorA.enable (Abandoned house outside basement door pre quest)zVdBmDoorB.disable (Abandoned house outside basement door post quest) stage 20:Log Entry:Hassiri had little information, he suggested I speak to Narussa at the Wawnet Inn as Lena had mentioned Weye. stage 30:Log Entry:Narussa gave me the same information that she gave Lena two days ago. Drailein was last seen heading west out of Weye. result script:zVampA.enable (The vampires skeleton appears as it should) stage 35:Log Entry:I have found the burnt and broken remains of Drailein. His diary mentioned the lake behind Fort Nikel. I should check the area. stage 36:Log Entry:I have found Lena's body. She must have drowned while searching for Drailein. I need to continue searching this ruin. stage 40:Log Entry:I have found what appears to be an underground town. I should see if anyone lives here. stage 50:Log Entry:The priest Treysivius has given me a key to the Keep but warned me against entering the castle. Quest Stages Target Ref:.........................................................................ConionszSwim (X Marker in the sunken garden)...................................(Getstage AVelladenQuest==40.00)zVDCaveSep04:zVdLenaX3 (Lena's body in Vella den cave)........(Getstage AVelladenQuest==36.00)zVampA (Vampire skeleton with the diary outside of Weye).........(Getstage AVelladenQuest==35.00) That is as far as I have gotten in my quest writing. I have tried putting... Target..........Function name........Function info.............comp................Valueno.................Getstage..........Quest.AVelladenQuest.....none...==....(stag# here)...... AND ...under each stage to move the stages along. Whenever I am in game I can use the console command "setstage AVelladenQuest ## to advance my quest but it will not advance on its own.I have also tried a begin onActivate script on the Vampire skeleton's diary, that didn't work either. I know it's something simple that I am not doing so if someone could please give me a little nudge in the right direction, I'd appreciate it. Link to comment Share on other sites More sharing options...
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