TyburnKetch Posted September 18, 2020 Share Posted September 18, 2020 I am sure this has been asked to death, but oddly I could not find direct answers from master google. I have set up a courier quest, fairly verbatim to the excellent video tutorial by Doug. It works great. However, rather than starting immediately I now want to control when the quest starts and I am looking for it to start after a certain vanilla quest hits stage 200. I have tried adding a getstagedone condition on the stage when my quest starts, setting the parameters to 200 and leaving it on subject. This results in ... nothing. My quest does not start. I have also tried adding an if quest.getstage(200) to the papyrus fragments and setting a property for the vanilla quest, but it is not compiling for me. I am convinced this must be fairly simple to do, but I have not tried to set up an actual quest before, only played around with a few aliases and I am a little stumped on the best way (or THE way) to do what I need. As always, any help appreciated. Link to comment Share on other sites More sharing options...
IsharaMeradin Posted September 18, 2020 Share Posted September 18, 2020 Investigate use of the Story Manager. Your best bet would be to use the Change Location Event with a condition that the stock quest be at stage 200 or higher. As the player moves around the map they'll eventually end up moving out of one location and into another. If the stock quest in question is at the desired stage or higher then the story manager will start up the correct quest. If you have an additional condition looking for a global variable to be at a certain value, then you can change the value of the global variable after the quest starts so that the story manager won't accidentally try starting the quest again. Link to comment Share on other sites More sharing options...
TyburnKetch Posted September 18, 2020 Author Share Posted September 18, 2020 Thanks Ishara. My gut was saying story manager from the bits I have read but quite frankly it is a bit daunting. Time to roll my sleeves up. Link to comment Share on other sites More sharing options...
Evangela Posted September 19, 2020 Share Posted September 19, 2020 I have also tried adding an if quest.getstage(200) to the papyrus fragments and setting a property for the vanilla quest, but it is not compiling for me. Just a syntax error. if thisQuest.GetStage() >= 200 .... else .... endif or if thisQuest.IsStageDone(200) .... else .... endif Link to comment Share on other sites More sharing options...
TyburnKetch Posted September 19, 2020 Author Share Posted September 19, 2020 Ah. Yes. Thank you Rasikko. That explains that. I have been reading up on story manager. Looking to get into it with the CK this eve. I will no doubt be back ;) Link to comment Share on other sites More sharing options...
TyburnKetch Posted September 19, 2020 Author Share Posted September 19, 2020 Ok. So Story manager seems to be working! Actually nowhere near as bad as I thought it would be, although I do have a couple of queries: 1st: At the bottom of this page: https://www.creationkit.com/index.php?title=SM_Event_Node It states that any new quest nodes (which is what I have made) should be higher in the list than any other quest nodes that DO NOT have the "shares event" box ticked. (As recommended I have ticked the "shares event" box in my new stacked quest node.) In the ChangeLocationEvent there is a stacked quest node called "CWChangeLocationScenes" that does not have this ticked, however if I move my quest node above it, the CK is putting an edited marker on the "CWChangeLocationScenes" quest node. Having checked in SSEEdit I got a red flag on this edit. I have removed this edit and my quest node is now at the bottom of the ChangeLocationEvent tree. I do not fully understand what is going on here. Am I best to leave my quest node at the bottom of the list? The quest is firing as desired, albeit from a simple console command test advancing the vanilla quest stage to where I want my quest to start from. 2nd: As a seperate condition on the quest node I was thinking of using getstage on my own quest = 0 (the starting stage) instead of a GV. Once the quest starts it moves through 10, 20 and eventually completes on stage 30. So theoretically the story manager will only be able to fire the quest once anyway with this condition check. Any potential issues with this approach? Thanks again for your help. Link to comment Share on other sites More sharing options...
IsharaMeradin Posted September 20, 2020 Share Posted September 20, 2020 I'm not that experienced with the Story Manager myself. I cannot speak to the proper ordering of quests within the SM system. You could probably use the quest stage as a condition. But it will require testing to see what happens for sure. Link to comment Share on other sites More sharing options...
Evangela Posted September 20, 2020 Share Posted September 20, 2020 Basically your quest needs to be above any and all branches that don't have "shares event", pretty much meaning your quest node needs to be like the very first node/branch. Link to comment Share on other sites More sharing options...
TyburnKetch Posted September 20, 2020 Author Share Posted September 20, 2020 Thanks for the info both. Whenever I move my node to the top of the list Rasikko the CK puts edit* marks next to the branch below, and the branch mentioned above ("CWChangeLocationScenes") which seems to be the first node in the list that does not have "shares event" ticked. Am I doing something wrong here in how I have created my node? Is it ok to manually move my node to the top? Are these rogue edits anything to worry about? Link to comment Share on other sites More sharing options...
Evangela Posted September 21, 2020 Share Posted September 21, 2020 (edited) That's normal. If you don't do it, those quests and quests from other mods in the same tree will not start otherwise. Edited September 21, 2020 by Rasikko Link to comment Share on other sites More sharing options...
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