DefinitelyNotLordEnglish Posted December 7, 2020 Share Posted December 7, 2020 If I delve into the Creation Kit Files and open various quests, what would indicate whether or not it is infinitely repeatable? I've tried determining that myself, but I'm unclear. Some infinitely repeatable quests have "Allow repeated stages" checked while others do not. What is the deciding factor? Link to comment Share on other sites More sharing options...
maxarturo Posted December 7, 2020 Share Posted December 7, 2020 A quest can be become repeatable by a script or a script fragment that usually lives in the last stage and fires the "Reset()" function on the quest. https://www.creationkit.com/index.php?title=Reset_-_Quest There are other papyrus and SKSE functions that are very useful and can be used to manipulate the quest. Quest's Script: https://www.creationkit.com/index.php?title=Quest_Script Have a happy modding. Link to comment Share on other sites More sharing options...
DefinitelyNotLordEnglish Posted December 7, 2020 Author Share Posted December 7, 2020 A quest can be become repeatable by a script or a script fragment that usually lives in the last stage and fires the "Reset()" function on the quest.https://www.creationkit.com/index.php?title=Reset_-_Quest There are other papyrus and SKSE functions that are very useful and can be used to manipulate the quest.Quest's Script:https://www.creationkit.com/index.php?title=Quest_Script Have a happy modding. I'm looking in the files for some of the quests (Such as The Dark Brotherhood Forever and Fetch me that Book!) and I'm not seeing any kind of Reset() function. I am seeing a lot of Stop() functions at the end, however. Am I looking in the right place? I'm in the Papyrus Fragment tab of Quest Stages. Thanks for the help! Link to comment Share on other sites More sharing options...
maxarturo Posted December 7, 2020 Share Posted December 7, 2020 I've never looked at how the DB repeatable quests are made, but if the fragment uses "Stop()" then the quest giver dialogue fragment should have "Start()" followed by "SetStage()". You can also look at how 'Radiant Quests' are made in CK's page: https://www.creationkit.com/index.php?title=Bethesda_Tutorial_Radiant_Quests Link to comment Share on other sites More sharing options...
Evangela Posted December 8, 2020 Share Posted December 8, 2020 (edited) A quest can be become repeatable by a script or a script fragment that usually lives in the last stage and fires the "Reset()" function on the quest.https://www.creationkit.com/index.php?title=Reset_-_Quest There are other papyrus and SKSE functions that are very useful and can be used to manipulate the quest.Quest's Script:https://www.creationkit.com/index.php?title=Quest_Script Have a happy modding. I'm looking in the files for some of the quests (Such as The Dark Brotherhood Forever and Fetch me that Book!) and I'm not seeing any kind of Reset() function. I am seeing a lot of Stop() functions at the end, however. Am I looking in the right place? I'm in the Papyrus Fragment tab of Quest Stages. Thanks for the help! Reset appears to not be necessary to restart a quest. SetStage can do this as well. Therefore the DB Forever is reset from the DBRecurringControlquest, IF the DB Forever quest has reached stage 200 or higher, which at that point the stage is set back to 10. The quest must first be stopped in order for any stage changes to take place(SetStage is coded to also start the quest and subsequently set the stage), that's why you see stop() at the very end. Polling is also required to keep checking to see if the DB Forever quest has reached 200. It's hackey on BGS's part but they probably couldn't think of another way to monitor the stage status of the quest, and it may be that Reset() was introduced afterwards. These scripts are fairly old. For the Civil War quests, there's a comment from one of the developers wishing they add arrays for example. Edited December 8, 2020 by Rasikko Link to comment Share on other sites More sharing options...
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