Hiding Map Marker Till Quest Complete - Then Display It

Post » Thu Jun 21, 2012 3:14 am

I have my initial quest finalized except for showing the map marker where the player is to go.

How do you hide the map marker (unless, of course, the player stumbles upon it) until the quest is completed and show it as the destination of where the player is to go?

Thank you for any and all help!
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LADONA
 
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Post » Thu Jun 21, 2012 7:35 am

I think you have to: Create the map marker, check "initially disabled", uncheck "respawn", enter a name in Reference Editor ID.
At the ending script, add instructions to enable it.
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Chloe Lou
 
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Post » Thu Jun 21, 2012 2:33 am

Thanks for the reply Manny :smile:

I've done all that.

My question is more along the lines of..

Do I create a location alias in the quest (which I tried to do), or another type?

Is there a default script that would enable the marker (I can't find any)

EDIT:

What I need is a quest maker pointing to the two entrances to the mod after the quest is complete.

So I was mis-speaking when I said to disable the map marker :/
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Sian Ennis
 
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Post » Thu Jun 21, 2012 6:09 pm

uhmm.. Quest markers they will gone when you finish the quest. A suggestion is to create an endless misc quest that simply add the marker you want. You'll start that quest when you finish the other quest.
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Genocidal Cry
 
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Post » Thu Jun 21, 2012 5:29 pm

uhmm.. Quest markers they will gone when you finish the quest. A suggestion is to create an endless misc quest that simply add the marker you want. You'll start that quest when you finish the other quest.

That's a good idea!

Create a new quest that relies on the previous quest to complete before starting, then complete that quest when the player reaches the map marker.

Thanks!

Now I'll have to figure out how to complete a quest by finding a map marker lol
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Laura Richards
 
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Post » Thu Jun 21, 2012 12:12 pm

OK..I figured it out.

For the next noob that's looking for something similar:

I created a "defaultSetStageTRIGPlayerOnly" trigger box where I wanted the compass to show the next location, setting all the properties to tie it in with the quest that will point to it. In my case I placed it front of the southern entrance to Lamplight - The Bandit Guild.

In the quest I created a "Reference Alias" type entry under the other entries that were already in the "Quest Aliases" tab.

I named mine "LamplightSouthLoc" and selected "Specific Reference" and pointed it to the trigger box I created above. I did not tick any of the boxes, though I don't know if I should

Under "Quest Stages" I incremented the stages up 10, in my case it went to 40.

I then unticked "Complete Quest" under stage 30 and ticked it in stage 40.

In stage 40 I then added:

SetObjectiveCompleted(30)

In the "Papyrus Fragment" box on the right.

Under the "Quest Objectives" tab I created a new objective, incrementing it to 40 and left all the fields blank.

I think that's everything I did.

Now, in my case, when the Queen's letter to the Dragonborn is read the compass shows the location to go to and when the player enters the trigger at that location it is disabled, the quest is advanced and completed and everything is good to go.
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Janette Segura
 
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Post » Thu Jun 21, 2012 4:39 pm

I forgot to mention

In the script tab for the trigger I made a small change to the script.

I changed the line near the bottom to:

Disable()utility.wait(0.1)Delete()  

When an object is disabled it is still in the game eating precious CPU cycles, so I've read, so if you are not going to use something again first disable it then delete it.
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Nathan Risch
 
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