Deux Posted March 9, 2013 Share Posted March 9, 2013 Hi, I'm embarking on my first mod for Skyrim and would like it to be quest based.Initially, the quest should begin with the reading of a specific note. Is there a specific condition that I should set in the Quest Stage section (or elsewhere) that will allow me to do this? Some help and guidance would be greatly appreciated. Thanks, //Deux Link to comment Share on other sites More sharing options...
Ghaunadaur Posted March 9, 2013 Share Posted March 9, 2013 (edited) - Make a ReferenceAlias for the note - Attach the script DefaultOnReadSetQuestStage to the alias - Edit the properties for the quest and the quest stage Edit: Without using a ReferenceAlias you can put this script on the note directly: Scriptname OnReadStartQuest extends ObjectReference Quest Property myQuest Auto event onRead() myQuest.Start() endEvent Edited March 9, 2013 by Ghaunadaur Link to comment Share on other sites More sharing options...
Deux Posted March 9, 2013 Author Share Posted March 9, 2013 Thanks Ghaunadaur for your reply. I think I have managed to work out how to do the first two steps you suggest, but after that I'm just blindly clicking in order to try and hook it all up. So, I think I'll find some more general quest tutorials to read/watch and see if I can get something simpler working before I go any further as this all seems a little over my head right now. //Deux Link to comment Share on other sites More sharing options...
Deux Posted March 9, 2013 Author Share Posted March 9, 2013 Great, have read your edit and managed to attach the script to my note and compiled it successfully. I don't know if it works yet because I haven't built any of the rest of my quest, but it's something to get me started. Many thanks! //Deux Link to comment Share on other sites More sharing options...
Deux Posted March 10, 2013 Author Share Posted March 10, 2013 Ok, am I missing something obvious... I have attached the above script to my note and have no compile errors, but when I read the note nothing happens (i.e. no quest 'starts' or is added to my Journal). My quest name in the script is correct, so is there something I have to turn on or check in order that when I read the note the game plays the 'quest added' sound, the quest title pops up and the quest gets added to my Journal? Thanks in advance, //Deux Link to comment Share on other sites More sharing options...
Deux Posted March 13, 2013 Author Share Posted March 13, 2013 Ok, had no success with this, so left it for a few days. Now I'm back on it.Does anyone know of any links to a quest tutorial for the CK that *doesn't* feature new NPC's/enemies/dialogue, because they all seem to be the same (i.e. based on the standard Bethesda tutorial) and the quest I'm trying to do won't feature NPC's or any enemies until later (if at all). I'd just like to get something simple working right now:Find Note --> Read Note --> Quest Starts --> Find Thing In Note --> Quest Ends. Link to comment Share on other sites More sharing options...
EnaiSiaion Posted March 13, 2013 Share Posted March 13, 2013 Did you actually assign your quest as property to the script? Is your quest itself working? (startquest YourQuest, setstage YourQuest 10 in console) Link to comment Share on other sites More sharing options...
Deux Posted March 13, 2013 Author Share Posted March 13, 2013 (edited) Thanks for the help EnaiSiaion. I've tried the console commands you suggest and they don't even start the quest (i.e. nothing pops up, no sound, no quest added to my journal), so I'm obviously way off in my quest design :( EDIT: I tried the console commands to try and start a couple of random default Skyrim quests... couldn't get them to start either :( //Deux Edited March 14, 2013 by Deux Link to comment Share on other sites More sharing options...
Deux Posted March 14, 2013 Author Share Posted March 14, 2013 Okay, some progress at last! After some reading and tutorial following, I now realise that the key to trying to achieve what I've wanted to do lies in the Papyrus Fragment scripts, and more specifically the following functions: SetObjectiveDisplayed()SetObjectiveCompleted() Fine, this may have been an obvious oversight to some, but not to a complete Quest-writing novice :) //Deux Link to comment Share on other sites More sharing options...
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