How do you make a story node start a quest?

Post » Wed Jun 20, 2012 4:26 am

Okay, so I went into the story manager and put a "shared" type node into my story manager under Level Increase at the top that points to my quest. Unfortunately, it isn't starting my quest. I was wondering if anyone knows of/ could write me a step-by-step for making Story Manager nodes that start quests, because I'm obviously doing something slightly wrong and I don't know what it is.

OH, and does a Level Increase node condition saying GetLevel == 7 mean that you have to reach level 7 or 8 to trigger the node?
User avatar
Annika Marziniak
 
Posts: 3416
Joined: Wed Apr 18, 2007 6:22 am

Post » Wed Jun 20, 2012 9:53 am

I would say try it without conditons and see if it works
User avatar
Taylah Haines
 
Posts: 3439
Joined: Tue Feb 13, 2007 3:10 am

Post » Wed Jun 20, 2012 4:08 am

I looked on the wiki, and it says something about New Level. Where do I give this piece of information?
User avatar
Alister Scott
 
Posts: 3441
Joined: Sun Jul 29, 2007 2:56 am

Post » Wed Jun 20, 2012 9:41 am

http://www.creationkit.com/Story_Manager

Did you read that (and the sub topics)? What you want to do should work ... Although the entire section needs a lot more content, as the topic itself says "hmmmm ... can't be bothered to write any more, have a mess about yourselves".

The event you want (level up) is supported: http://www.creationkit.com/Increase_Level

(and that's a great illustration of the level of content in the Story Manager Section :D)

... and yeah, I and we should update the sections ... I know ...
User avatar
glot
 
Posts: 3297
Joined: Mon Jul 17, 2006 1:41 pm

Post » Wed Jun 20, 2012 4:52 am

My question is, in the second article stub it has something about New Level, and I'm wondering where that bit of data goes.
User avatar
Claire Lynham
 
Posts: 3432
Joined: Mon Feb 12, 2007 9:42 am

Post » Tue Jun 19, 2012 9:34 pm

Also, do you have to manually send data to the SM nodes, or do they check to see if they should start something every time a character (for example) levels up?
User avatar
Lavender Brown
 
Posts: 3448
Joined: Tue Jul 25, 2006 9:37 am

Post » Wed Jun 20, 2012 10:28 am

Story Manager watches for events in game. Like Increase_Level.

When the event occurs it checks (all SM Nodes) to see if anything is tagged, to see if any quest should be started.

http://www.creationkit.com/Category:Radiant_Story#Story_Manager <- This is probably the best overview of what is happening.

Then read this -> http://www.creationkit.com/Story_Manager which is a more indepth write up


You tag your QUEST (in the Quest DATA TAB) with what event you want it to apply to -> http://www.creationkit.com/Quest_Data_Tab
User avatar
Amy Masters
 
Posts: 3277
Joined: Thu Jun 22, 2006 10:26 am

Post » Tue Jun 19, 2012 9:01 pm

I have my quest tagged, have taken all conditions off of it and it still won't run. I have no idea what is going on.
User avatar
His Bella
 
Posts: 3428
Joined: Wed Apr 25, 2007 5:57 am

Post » Tue Jun 19, 2012 10:19 pm

Okay, so I turned on the thing for warning you if no quest starts after processing the node, and it didn't produce any warning. So I guess it isn't even processing my node. Does anyone know of common things I may be doing wrong?
User avatar
Amanda Leis
 
Posts: 3518
Joined: Sun Dec 24, 2006 1:57 am

Post » Wed Jun 20, 2012 10:22 am

If you don't get a warning, then my initial guess is that it's the quest that's not working correctly, not story-manager

Can you start the quest "manually", just to test? Or make it start game enabled and see if it is running OK that way?

When I have used SM it works, once the event is trapped then it fires the quest I have flagged as needing that event.

I don't find any Story Manager (or Events) things listed in the Bugs list, either.
User avatar
Strawberry
 
Posts: 3446
Joined: Thu Jul 05, 2007 11:08 am

Post » Wed Jun 20, 2012 4:03 am

Do the Tutorial. Do it slowly. No, it's not what you want to do, but it does show you how to do roughly what you want -> http://www.creationkit.com/Bethesda_Tutorial_Story_Manager

Random Thoughts
See above, do the Tutorial

Other Random Thoughts ...
Is the "SM Event Node" you are using one of the Default ones that shipped with the game?

Is the Node you are using Stacked Node or a Random Node?
(If it is Random, then your Quest may not start, if it shares the Node with other quests, because the Engine picks one Quest to start ... at Random, from the list)

You are adding a "New Quest Node" to the "Stacked Branch Node: Quest Node" stack, aren't you? (And the Adding your Quest to that new Node?)
(If you are not, then the problem might be that the Branch you have added your quest to has conditions which are not being met, which means no quests in that stack will be selected)

Have you added any Start Conditions to the Quest Node (or Quest) you have added?
User avatar
Anna Watts
 
Posts: 3476
Joined: Sat Jun 17, 2006 8:31 pm

Post » Wed Jun 20, 2012 10:10 am

I have a script event node that doesn't want to run. Even if it has no conditions on it, SendStoryEventAndWait returns false, indicating no quest started. Shouldn't it always either start a quest with no conditions, if it didn't start one with higher priority (in which case it should still return true?)
User avatar
quinnnn
 
Posts: 3503
Joined: Sat Mar 03, 2007 1:11 pm

Post » Wed Jun 20, 2012 6:17 am

I have a script event node that doesn't want to run. Even if it has no conditions on it, SendStoryEventAndWait returns false, indicating no quest started. Shouldn't it always either start a quest with no conditions, if it didn't start one with higher priority (in which case it should still return true?)
Do you mean a Quest Node?
User avatar
Iain Lamb
 
Posts: 3453
Joined: Sat May 19, 2007 4:47 am

Post » Wed Jun 20, 2012 8:23 am

A quest node under the Script Event tree.
User avatar
Erika Ellsworth
 
Posts: 3333
Joined: Sat Jan 06, 2007 5:52 am

Post » Tue Jun 19, 2012 11:55 pm

You mean you don't have a keyword condition on it?
User avatar
Andres Lechuga
 
Posts: 3406
Joined: Sun Aug 12, 2007 8:47 pm

Post » Wed Jun 20, 2012 2:19 am

Do the Tutorial. Do it slowly. No, it's not what you want to do, but it does show you how to do roughly what you want -> http://www.creationkit.com/Bethesda_Tutorial_Story_Manager

Random Thoughts
See above, do the Tutorial

Other Random Thoughts ...
Is the "SM Event Node" you are using one of the Default ones that shipped with the game?

Is the Node you are using Stacked Node or a Random Node?
(If it is Random, then your Quest may not start, if it shares the Node with other quests, because the Engine picks one Quest to start ... at Random, from the list)

You are adding a "New Quest Node" to the "Stacked Branch Node: Quest Node" stack, aren't you? (And the Adding your Quest to that new Node?)
(If you are not, then the problem might be that the Branch you have added your quest to has conditions which are not being met, which means no quests in that stack will be selected)

Have you added any Start Conditions to the Quest Node (or Quest) you have added?

I read the CK tutorials before I do anything.

In any case, as it turns out it was throwing a few errors, which I have now fixed. Unfortunately my quest still doesn't start, but that seems to have something more to do with my quest than with the SM. I have a new thread about it if you're interested.

EDIT: Oh, and yes it is one of the default SM Event Nodes. It is Increase Level.
User avatar
Hearts
 
Posts: 3306
Joined: Sat Oct 20, 2007 1:26 am


Return to V - Skyrim