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[LE] creating new WE quests based on vanilla WE quests


glittertind

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I made a random wilderness encounter quest in creation kit.

 

 

This is what I did:

 

a) Opened CK, went to quest tab, selected the WE27 there which is "Imperial Scout Patrol" (those 3 imps travelling around in certain holds) and duplicated it.

 

b) Renamed the new quest to my likings, changed the generated script name to my likings, changed aliases, and instead of imperial soldiers, I choosed three types of goblins.

 

c) changed all that needed to be changed inside the script itself, saved/compiled...no errors/warnings

 

d) then I go to "story manager quest node" located in dawnguard.esm. I choosed this because it contained WE quests fir both Skyrim and Dawnguard. Which makes sense since it's the same landmass. Selected WEQuests and copy as override into my own mod.

 

e) added my new quest to the bottom of this list.

 

Ingame it works. I encountered those three goblins on a patrol. They weren't actually patrolling but chasing. But that is ok.... That is what goblins do.

 

I have a hunch that the approach I did in step d) and e) is not a good approach for a mod that is going to be distributed?

 

Is there something else I rather should be doing than making a override copy of WEQuests?

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Judging by how buggy creation kit could be, it's a miracle that your event can work...

 

All big modders of Skyrim actually do the same thing that you: Override some quest parts.

 

And I'm not be able to even get a fully working scenes :D

Then I will just proceed with this method. Hopefully this was not one time happening then.

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Well, maybe I can ask you about something: Do yo know why sometimes quest scenes refuses to run? It's like quest do not recognoze alias,but the strange thing is that already have another scenes working with other actors.

I don't have a clue. I'm a complete noob when it comes to scripting and haven't done anything more than just copy this vanilla quest :confused:. Hope you will solve it.

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