Chained quest?

Post » Thu Jun 21, 2012 6:19 am

Hello , I need to make a Chained quest means that I need to have a long quest that has some self conclusive steps or stages with eventually side subquests ... what0s the best approach to that ? The tutorials I saw are for small quests and side quests like go kill the bandit or eat the apple ....

But I need

1 to make the quest be possible to bstart only if the player is a certain level and if the main quest is concluded

2 to have levels quests so that I do not have to work with one supersized quest but I can take small steps linking the mini quests together to have so a larger one ...

any ideas?
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clelia vega
 
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Post » Thu Jun 21, 2012 11:12 am

I'm not sure exactly what you're going for, but I've done something with multiple quests, so I'll explain what I did and maybe that will be of some help.

I have a split in my main quest. The player can choose to do one of two things. However it starts and ends the same way no matter what. So, I have three quests. FSMQ05, which controls the start of the quest, is started when FSMQ04 is completed, and contains all of the objectives; for both player choices. I then have two other quests, FSMQ05A and FSMQ05B; which each control choice A and B with their stages. If the player chooses choice A, I start up quest 05A and set it's stage to 5. That quest then contains all of the dialogue for that decision, and controls the packages of the related NPC's. I did the same for 05B, for if the player chooses option B.

This gives me an easily controlled split in the quest. They break off into two seperate quests that only activate if the player chooses that option (A and B can never both be started). Then it all comes back together in the main quest FSMQ05 for the ending, joining everything back up and starting the next quest. (06)

Hopefully that helps?
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Katie Pollard
 
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Post » Thu Jun 21, 2012 12:15 am

ok wich tutorial did you follow for thosE?
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*Chloe*
 
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Post » Thu Jun 21, 2012 1:26 am

No tutorial. I just did it on my own because it seemed like the best option.
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BRAD MONTGOMERY
 
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Post » Wed Jun 20, 2012 8:11 pm

I mean to learn the quest making ...

I am starting from 0 ...
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Caroline flitcroft
 
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Post » Thu Jun 21, 2012 5:50 am

I mean to learn the quest making ...

I am starting from 0 ...
The only tutorial on quests I've ever done was back for Fallout 3, after that I taught myself.

However, if I understand correctly, you just need a tutorial because you've never done quests before. Bethesda provides an excellent little series on the wiki that should get you started here: http://www.creationkit.com/Bethesda_Tutorial_Planning_the_Quest
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Sophie Louise Edge
 
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Post » Thu Jun 21, 2012 2:45 am

As well as Alex's example (I've done the same thing too) there is a nice feature on the Quest stages Tab.

"Complete Quest" and "Next Quest" - towards the bottom of the tab.

So, you can tell the game that at a particular stage the Quest is complete, but that as soon as it is another quest automatically starts.

This is useful if you want more than one scene in a quest, or want to make things more manageable for you in the CK. One of my quests is now split into 10 parts, not because it really needs parts, but because it saves me having lots and lots of stages in the same quest (if you see what I mean)
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e.Double
 
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Post » Thu Jun 21, 2012 9:14 am

ùk Cool hhow I can do so that my quest starts only after the main quest is done?
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Del Arte
 
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Post » Thu Jun 21, 2012 1:15 am

Have a look at the Story Manager event node - hellcat5's video tutorials cover this. You can set up a quest to be started when you change location, for example, or on hearing actor dialogue, and you can specify conditions for the quest starting, such as, GetStageDone, Quest "CWObj", 255.
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*Chloe*
 
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Post » Thu Jun 21, 2012 6:29 am

Is there a way to stamo a nice writing on screen like the introduction scene in Skyrim?
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james kite
 
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