[Scripts] Enabling "things" at certain quest stages

Post » Tue Jun 19, 2012 7:05 am

Hello again =)


I'm done with creating a whole location, navmeshing and so on, but I need help with scripting triggers, behaviors ect. I'll list my problems in points and would appreciate any help in this matter (tutorials, explains). I'm new with CK so I please for understanding. Thank you in advance !




Unsolved problem
Solved problem




Problem 1
How to activate a quest after activating a "selfTrigger"

Problem 2
How to make an object work only at certain quest stage (example. activate pullchain only at stage 10). Does it work for all usable items ?

Problem 3
How to make an object work only once (example. activated pullchain doesn't work anymore)

Problem 4
I'm familar with basic dialogue creation, but I can't figure out how to force an NPC to begin a dialogue. I also don't know how the construction of such dialogue differs from the "basic" one.

Problem 5
How can I change agression towards player at certain stages (example. stage 10 = neutral, 20 = agressive)

Problem 6
How can enable an object activation under certain conditions (example. open the door only if certain enemys are dead)

Problem 7
Is it possible to attach a in-game console command to a trigger ? (example. entering a trigger zone will run a command "ID setnpcweight x" which would fix the facial skin tone of created NPC)

Problem 8
How can I spawn an NPC exactly where I placed him in editor ?





I'm going to do a tutorial out of this and credit all helpers, so treat it like a carrot :tongue:
If I'll find some more questions I'll update this topic.
Thanks again :smile:
User avatar
Queen Bitch
 
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Joined: Fri Dec 15, 2006 2:43 pm

Post » Tue Jun 19, 2012 7:07 pm

Any of those points :( ?
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Luna Lovegood
 
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Post » Tue Jun 19, 2012 12:19 pm

On the top of my head, no testing.

Problem 2

I believe you should try to add a script on your pull chain reference :

propery myQuestevent onActivate()if myquest.getCurrentStageID() == 10	    Parent.onActivate()endifendEvent

problem 3 you need a global maybe

event onActivate()if globalActivationCount == 0	    Parent.onActivate()endifendEvent


problem 6

event onActivate()if (all your conditions are true)	    Parent.onActivate()endifendEvent

problem 8

create a X-marker, create an alias for your NPC and select create yourNPC at yourMarker in the quest alias tab


hope this helps
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Dagan Wilkin
 
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Post » Tue Jun 19, 2012 12:15 pm

Problem 1
Scripting, take a look at http://www.creationkit.com/OnTrigger_-_ObjectReference.

Problem 2
Scripting, take a look at http://www.creationkit.com/OnActivate_-_ObjectReference and http://www.creationkit.com/Quest.GetStage_%28Papyrus%29.

Problem 3
Scripting, take a look at http://www.creationkit.com/OnActivate_-_ObjectReference, http://www.creationkit.com/Disable_-_ObjectReference and http://www.creationkit.com/Delete_-_ObjectReference.

Problem 4
Dunno, didn't look at dialogs yet.

Problem 5
Scripting, take a look at http://www.creationkit.com/Quest_Stage_Fragments and http://www.creationkit.com/SetEnemy_-_Faction.

Problem 6
Scripting, take a look at http://www.creationkit.com/OnActivate_-_ObjectReference and http://www.creationkit.com/IsDead_-_Actor.

Problem 7
See Problem 1.

Problem 8
This seems like a trick question.
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Jason Rice
 
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Post » Tue Jun 19, 2012 6:52 pm

Love ya :D
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Jack Bryan
 
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