Explain how the TutorialBlacksmithing Quest works?

Post » Tue Jun 19, 2012 6:18 am

Can someone please explain to me how the quest TutorialBlacksmithing works? I understand parts of it, but not others. I get the bits where you talk to one of the blacksmiths and initiate it, but how does it move from stage 10 (being told to make a dagger) to stage 20 when the player crafts a dagger, and how does it move from stage 30 (being told to sharpen said dagger) to stage 40 when the player tempers a dagger? I'm looking in the scripts and all they say is to advance the quest, but I see no input telling it when to do so outside of the comments @_@

; player is told to sharpen things upSetObjectiveCompleted(20, 1)SetObjectiveDisplayed(30, 1)Game.GetPlayer().AddItem(IronIngot, 1)

;Player has sharpened daggerSetObjectiveCompleted(30, 1)SetObjectiveDisplayed(40, 1)

But how does it know when the player sharpened a dagger?
User avatar
ChloƩ
 
Posts: 3351
Joined: Sun Apr 08, 2007 8:15 am

Post » Mon Jun 18, 2012 7:52 pm

The quest TutorialBlacksmithing is tied to 5 "sub-quests":
TutorialBlacksmithing_________
Armor, ArmorTemper, Dagger, DaggerSharpen, Tanning

Each sub-quest sets the next stage of the main quest.
User avatar
Frank Firefly
 
Posts: 3429
Joined: Sun Aug 19, 2007 9:34 am

Post » Mon Jun 18, 2012 4:08 pm

The quest TutorialBlacksmithing is tied to 5 "sub-quests":
TutorialBlacksmithing_________
Armor, ArmorTemper, Dagger, DaggerSharpen, Tanning

Each sub-quest sets the next stage of the main quest.
But when do the sub-quests get called?
I see that they're tied to craft item events, but where does the information get passed that tells it what was crafted so it can properly go to the next stage?
The script for say, TutorialBlacksmithingDagger only says
;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment;NEXT FRAGMENT INDEX 1Scriptname QF_TutorialBlacksmithingDagg_00105389 Extends Quest Hidden;BEGIN FRAGMENT Fragment_0Function Fragment_0();BEGIN CODE;Clear objective; debug.trace(self + "player has smithed a dagger")TutorialBlacksmithing.SetStage(20)Stop();END CODEEndFunction;END FRAGMENT;END FRAGMENT CODE - Do not edit anything between this and the begin commentQuest Property TutorialBlacksmithing  Auto 
User avatar
Scotties Hottie
 
Posts: 3406
Joined: Thu Jun 08, 2006 1:40 am

Post » Tue Jun 19, 2012 6:36 am

I did not look at it so I can't be sure, but If I have to do a quest like this :

1) I'll do a main quest file with the different stages.

2) On each recipe, I'll put a script fragment with a property that links to the main quest, that checks if the quest is active and then advance the main quest stage when the recipe is used.
User avatar
Ronald
 
Posts: 3319
Joined: Sun Aug 05, 2007 12:16 am

Post » Tue Jun 19, 2012 1:34 am

Hello,

I'm still looking at how the game handles crafting and smithing, but didn't have luck for now. As for the Blacksmith quests, I didn't find how the next event is triggered, but I suppose it's linked to the recipe OR (and it's a big or) to the crafting/smithing mechanics.

If you happen to find out how this works, I could be very much interested as well.
User avatar
Roanne Bardsley
 
Posts: 3414
Joined: Wed Nov 08, 2006 9:57 am

Post » Tue Jun 19, 2012 12:31 am

You are all overlooking the Story Manager.

Here is a link with a basic outline of the Story Manager. http : // www . creationkit . com/ Bethesda_Tutorial_Story_Manager

Now, for this specific questline, there is a main quest and 5 subquests. Each subquest when they are complete set the stage for the next Main quest stage. This is a bit ridiculous, but that is the way they did it.

Ok, so the question was, "How does the game know when a player crafted something?"

Simple, each of the Sidequests do NOT get triggered or started by the main quest, but rather a Craft Item Story Manager event.

Here is the quest TutorialBlacksmithingDagger: (Notice the Event Craft Item) http : // i.imgur . com / U48i1.png

Now here is the Story Manager Event Node: http : // i.imgur . com / KP5Oh.png

As you can see, the Story Manager checks to see if the Player (GetIsID) created an IronDagger, which then triggers the TutorialBlacksmithingDagger to trigger, which in turn progresses the stage of TutorialBlacksmithing.

P.S. Can someone with permission, please post the links for me?
User avatar
Breautiful
 
Posts: 3539
Joined: Tue Jan 16, 2007 6:51 am

Post » Tue Jun 19, 2012 1:59 am

You are all overlooking the Story Manager.

Here is a link with a basic outline of the Story Manager. http : // www . creationkit . com/ Bethesda_Tutorial_Story_Manager

Now, for this specific questline, there is a main quest and 5 subquests. Each subquest when they are complete set the stage for the next Main quest stage. This is a bit ridiculous, but that is the way they did it.

Ok, so the question was, "How does the game know when a player crafted something?"

Simple, each of the Sidequests do NOT get triggered or started by the main quest, but rather a Craft Item Story Manager event.

Here is the quest TutorialBlacksmithingDagger: (Notice the Event Craft Item) http : // i.imgur . com / U48i1.png

Now here is the Story Manager Event Node: http : // i.imgur . com / KP5Oh.png

As you can see, the Story Manager checks to see if the Player (GetIsID) created an IronDagger, which then triggers the TutorialBlacksmithingDagger to trigger, which in turn progresses the stage of TutorialBlacksmithing.

P.S. Can someone with permission, please post the links for me?
Ok, so now I understand how that all works but it didn't give me the insight into crafting/tempering as I hoped it would D:
I was hoping for a way to check the values of the tempered item, but apparently it just checks that the crafted item is a dagger and has certain keywords to check if it was smithed/tempered :[
User avatar
Eibe Novy
 
Posts: 3510
Joined: Fri Apr 27, 2007 1:32 am

Post » Tue Jun 19, 2012 6:42 am

Smithing/Tempering are made via Recipies, which can be found in the Constructable Items. Is that what you were looking for?
User avatar
james tait
 
Posts: 3385
Joined: Fri Jun 22, 2007 6:26 pm

Post » Tue Jun 19, 2012 1:26 am

Smithing/Tempering are made via Recipies, which can be found in the Constructable Items. Is that what you were looking for?
That only defines what the player needs (skill and material) to make/upgrade an item, I'm looking for a way to access the current armor/damage for an item that has been upgraded
User avatar
Steve Smith
 
Posts: 3540
Joined: Sat Jun 30, 2007 10:47 am

Post » Tue Jun 19, 2012 6:57 am

Ok, then you should look in the perks ;) Tempering is a perk effect, if you try to temper a steel sword, then it look at the steel perk.
For now, it doubles the tempering effect, but you could choose what you want I think.
Maybe you can create your own perks too.
I've seen sword like the silver sword who use a perk as an effect, when you wear it, a script add the perk, when you unwear it, a script remove the perk.
User avatar
Bonnie Clyde
 
Posts: 3409
Joined: Thu Jun 22, 2006 10:02 pm

Post » Mon Jun 18, 2012 9:56 pm

Ok, then you should look in the perks :wink: Tempering is a perk effect, if you try to temper a steel sword, then it look at the steel perk.
For now, it doubles the tempering effect, but you could choose what you want I think.
Maybe you can create your own perks too.
I've seen sword like the silver sword who use a perk as an effect, when you wear it, a script add the perk, when you unwear it, a script remove the perk.
I'm trying to figure out the current damage/armor of an item within a script during runtime, not how to make a new way to upgrade items
User avatar
Kahli St Dennis
 
Posts: 3517
Joined: Tue Jun 13, 2006 1:57 am

Post » Tue Jun 19, 2012 3:14 am

You are all overlooking the Story Manager.

Here is a link with a basic outline of the Story Manager. http://www.creationkit.com/Bethesda_Tutorial_Story_Manager

Now, for this specific questline, there is a main quest and 5 subquests. Each subquest when they are complete set the stage for the next Main quest stage. This is a bit ridiculous, but that is the way they did it.

Ok, so the question was, "How does the game know when a player crafted something?"

Simple, each of the Sidequests do NOT get triggered or started by the main quest, but rather a Craft Item Story Manager event.

Here is the quest TutorialBlacksmithingDagger: (Notice the Event Craft Item) http://i.imgur.com/U48i1.png

Now here is the Story Manager Event Node: http://i.imgur.com/KP5Oh.png

As you can see, the Story Manager checks to see if the Player (GetIsID) created an IronDagger, which then triggers the TutorialBlacksmithingDagger to trigger, which in turn progresses the stage of TutorialBlacksmithing.

P.S. Can someone with permission, please post the links for me?

I should really look into that story manager a bit... That's one area of modding I haven't touched yet D:
User avatar
Cameron Garrod
 
Posts: 3427
Joined: Sat Jun 30, 2007 7:46 am


Return to V - Skyrim