Quest Question(s)

Post » Sat Nov 17, 2012 5:45 pm

1. In the power of laziness, I ask if it is possible to keep a load door locked until say quest stage 10 is completed. That way I don't have to make all these possible scenarios for if the player decided to venture down to my custom dungeon and kill everything before the quest is even given.

I am sure there is an easy script to attach, but I don't know where to start or where it would go.

2. Secondly, and this will probably involve triggers, but if you remember the beginning of the game, where you follow who ever you sided with to escape Helgen, as you traveled down the path, he would point out things like; "thanks for coming with me" or "See that ruin up there, that is Bleak Falls Barrow" stuff like that. Now I am debating whether to have my NPC walk or run, should he follow the player or should the player follow him, ect. How would I accomplish this? Him talking but without going into "dialogue mode" or whatever it is called (Can't think of the name)

3. Finally, and this might tie in with 2, but during a boss fight, I had planned that once you stepped in a certain area, fire would block the doorways and an orb would cover the objective, and once you kill the boss, the fire and orb would disappear. Is this possible? It seems very simple but alas I am no scripter.
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Honey Suckle
 
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Post » Sat Nov 17, 2012 9:28 pm

1. http://www.creationkit.com/Lock_-_ObjectReference (or just set the KEY to disabled ... So it will not be visible in game ... then enable it - and have the player fetch it - at Stage 10?)

Note: You cannot stop players cheating, this way ... they can summon a key or tcl to get around your locked door. So depends how ruthless you want to be?

2. Look at the tabs above the quest you are working in. There are tabs for greetings and such - Also, look in the FollowerDialogue Quest (where most follower dialogue is placed) ... You can also amend/add dialogue and your own Followers to that (although I think you are better making your own FollowerDialogue Quest ... but it's only a personal preference thing) - There are also Combat Grunts and greetings in that quest too ...

3. Yes it's possible ... via a lot of routes. A Collision-Box is where you could start ... But yes, you will need to script it - See how far you get, then post again? http://www.creationkit.com/Creating_Primitives


Have fun :smile:
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Code Affinity
 
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Post » Sat Nov 17, 2012 2:01 pm

1. http://www.creationkit.com/Lock_-_ObjectReference (or just set the KEY to disabled ... So it will not be visible in game ... then enable it - and have the player fetch it - at Stage 10?)

Note: You cannot stop players cheating, this way ... they can summon a key or tcl to get around your locked door. So depends how ruthless you want to be?...
A similar way to prevent cheating is to have 2 doors. One is just a dummy and is locked without a key and leads nowhere. The other is initially disabled until the player reaches level 10 and then becomes active, while the dummy is then disabled. This can be done using the opposite of parent switch and linking the doors.
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Darren Chandler
 
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Post » Sat Nov 17, 2012 12:36 pm

Hmmm. This might be useful, Tamb0!
I could have a door that links to a copy of my Manor House interior that is in ruins, and another door that switches at quest stage with it that leads to a copy that is the cleaned up House version. Might be easier than the Bethesda way of all the switchouts in one interior.
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Farrah Lee
 
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Post » Sat Nov 17, 2012 10:18 pm

Bethesda done it that way because the interior could change several times, depending on which upgrades you buy for the house.

If it's just a straight swop,..empty to fully furnished, then the 2 seperate cell option is easier (I think).
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kirsty joanne hines
 
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Post » Sat Nov 17, 2012 2:17 pm

Well I have spent the whole day (Not literally, maybe three or four hours) and have not learned a thing, it is hard to understand, so I need to put my mod on hold I guess and go through the tutorials on the wiki.

You can't just eyeball this :P
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Ross Zombie
 
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