Anybody using the "Radiant" Quest system in their mo

Post » Fri Nov 16, 2012 6:10 pm

Just wondering if anyone is incorporating this into their mods. I have a section in my mod where the player has recruited several new guards for Helgen. I was going to try and incorporate the radiant system as a series of side quests where my Captain of the Guard tells me to take each of the new recruits out on an evaluation type mission to see what they can do. I thought this would be a great time to use the radiant system to add some variety and unpredictability into my mod. Any thoughts or things I should be careful of?
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Beat freak
 
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Post » Fri Nov 16, 2012 9:17 pm

I plan on using it to set up a good ol' innkeeper that gives out bandit bounties, but I haven't gotten to it yet. I too and interested to know of any tips/issues with the radiant story system.
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Terry
 
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Post » Fri Nov 16, 2012 4:43 pm

Yes. The first quest in my mod (currently broken thanks to Patch 1.6, unfortunately), has the courier accidentally deliver a letter to the player, which was meant to be given to another NPC. The letter mentions a radiantly-selected dungeon this NPC was going to investigate (looking for a certain magical artifact). The player then has to track down the NPC (who's been kidnapped and is being held prisoner in this dungeon) and deliver the letter.

My other quests have or will have radiant aspects to them, but probably not quite as obvious.
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Robert Jr
 
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Post » Fri Nov 16, 2012 9:59 am

OK, I'm diving in on this now. I've made my first of a series of radiant quests and it works perfectly. Does anyone know how I might be able see a list of possible locations available based on the conditions I set for my alias location? For example, say I set a location with the conditions that it's a Nord Ruin (LocSetNordicRuin), with a boss AND a boss chest. How could I determine which of the Nord ruins have a boss level bad guy and a boss level chest? Would this just be a matter of picking through all the Nord Ruin cells? Or is there an easier way? Thanks.
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Ricky Meehan
 
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Post » Fri Nov 16, 2012 8:31 am

Put this in you location alias' fill conditions:
http://www.creationkit.com/LocationHasRefType
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zoe
 
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Post » Fri Nov 16, 2012 8:35 pm

I used it for a couple of early quests in a chain (because new dungeons are like the most time-consuming waste of oxygen since cubes made by a bloke called rubic!)

Kinda feels like cheating, doesn't it ;)
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naomi
 
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Post » Fri Nov 16, 2012 5:23 pm


Kinda feels like cheating, doesn't it :wink:

You know, it almost does! Just to be certain I was doing everything correctly, I followed the entire Bendu tutorial from start to finish. Then went to the part where you make it radiant and did that. So, I thought, that was no big deal! And I realized that most of mine will be the basic - go somewhere, kill the bad guy and return to me, sort of thing, so I don’t even need the amulet. So I made myself a new quest, added the 3 aliases I need (Boss, Location & Marker) and set their conditions, and BAM! It worked perfectly the first time, lol.

So yeah, it’s pretty cool, if not a little bland. But the point of using these in my quest is to take each of the new guards you have to recruit out to evaluate them for my Guard Captain. So most of the interactivity will be with him, not necessarily the radiant quests.
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Bethany Short
 
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Post » Fri Nov 16, 2012 11:40 am

Put this in you location alias' fill conditions:
http://www.creationkit.com/LocationHasRefType

Umm, yeah, I'm already doing that. (the part above that said "say I set a location with the conditions that it's a Nord Ruin (LocSetNordicRuin), with a boss AND a boss chest".) So, I already have that condition defined.

I'm simply trying to determine exactly which Nord Ruins in the game have both a boss AND a boss chest. Mostly just to gauge an approximation of how many possible choices the radiant system might have.
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Tammie Flint
 
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