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[LE] Need Some Help Setting Up Quest Aliases For My Script


Cheyron

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I am making a simple mod to talk to one of the wenches from Immersive Wenches and be able to hire her for my follower Hjoromir who is a follower from Interesting NPCs. So I have all the mods I need as my masters... for esp files I flagged them as esm before loading them up in creation kit so I can use all the objects from those mods. I started setting up a quest to check for a keyword on the subject that all the wenches use and then I made some dialogue to hire her now I am kinda lost on how to apply scenes or apply scripts to the wench and hjoromir. I can create all the code needed to make it happen in sexlab, I have a sexlab property and am experienced with coding so really my only problem is I don't know how to run code once the conversation ends. I see this box for script fragments but I want to actually write a psc script and add it to the quest and have the quest aliases autofill for the properties in the script I add. My problem is I can never get my properties auto filled. I have no idea really how to setup the script in creation kit because I am following the bethesda tutorial about making a quest to go stop a thief who stole an amulet from a dark elf named Bendu but a lot of it is not really helping me get any further. It helped me make the dialogues and everything but when I try to make a travel scene, I can not get my NPC follower Hjoromir to do anything... when I talk to the hooker he should walk up next to me and after the conversation is over I want them to search for a bed object and if no bed found just walk to some random place and then I can start some sexlab animations on them using their framework which I already have examples on how to do... how so I setup the quest aliases and setup the script to run at the appropriate time??

 

Quest Data:

pXDdv7W.png

Quest Aliases (The conditions match the quest data and will find the closest or the wench I am talking to):

mYm9oSj.png

Dialogue (I know it is terrible dialogue haha):

UaRFXma.png

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Have you seen /Quest Aliases/ ?

click on this button, create new aliases here, attach a script to a created alias directly

..

 

ok the issue is: you cannot assign a referenceAlias to an actor

Actor Property HjoromirRef Auto
Actor Property WhoreRef Auto

this could work depends on what do you want to do?

ReferenceAlias Property HjoromirAlias Auto        ; fill with HjoromirRef
ReferenceAlias Property WhoreAlias Auto           ; fill with WhoreRef
Edited by ReDragon2013
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Have you seen /Quest Aliases/ ?

click on this button, create new aliases here, attach a script to a created alias directly

..

 

ok the issue is: you cannot assign a referenceAlias to an actor

Actor Property HjoromirRef Auto
Actor Property WhoreRef Auto

this could work depends on what do you want to do?

ReferenceAlias Property HjoromirAlias Auto        ; fill with HjoromirRef
ReferenceAlias Property WhoreAlias Auto           ; fill with WhoreRef

 

ah thank you I will test this, this makes sense... also I was wondering, do you know what the difference between a script that is added to the scripts category (far right button on quest window) vs a script that is added to a reference alias?

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well i got that solved...

wKFiTwx.png

 

thank you ReDragon2013... now that I have this setup and also cause I couldn't figure out how to start a scene when the dialogue ends... and using fragments seems so sloppy cause I don't want to compile a bunch of different scripts so I just made a single script to attach to my quest since I have references to any object and I don't really need events attached to each object... my question is how do you know when a quest script initializes? I want to be able to start running code once I finish the conversation but also while I am having the conversation I want my follower hjoromir to walk up to the wench (to introduce himself of course lol)… I guess in the begin script fragment on a conversation I can just tell him to walk up to the wench now that I have the aliases setup? this is my first quest mod so this is all kinda foreign to me... coding is not the hard part for me (all the tutorials say coding is the hard part), for me creation kit is the hard part lol... now you see why I named my mod an "Operation" I knew this was going to be a mission to get done lol

Edited by Cheyron
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