Adding architecture on quest completion

Post » Wed Jun 20, 2012 7:29 am

Hello everyone,

I'm just starting on my first Skyrim mod and had a question about making my custom content locked until the player completes a given quest. As an example let's say I wanted to rebuild Helgen to it's former glory after the player completes the main quest line. How would I go about doing that and I guess is it even possible? I would think it is possible since I've seen these types of things happen throughout the game as I've played through.

I see there is a IsCompleted() func and I think I know how to use that to unlock quests when needed, but how would I apply that to a remodeled city or some other architecture change? I've been trying to read through all the documentation I can find but I haven't seen that topic addressed anywhere.
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Jack Walker
 
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Post » Wed Jun 20, 2012 9:59 am

Anyone know how to do this? I don't want anyone to do it for me and will happily do all the necessary leg work and research. I'm just looking for a starting place or some of the functions I would use to make it happen. I just need someone to point me in the right direction.
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Stacyia
 
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Post » Wed Jun 20, 2012 2:37 pm

Not to discourage you or anything, but I'm already well underway on a Helgen Rebuilt mod.

http://www.gamesas.com/topic/1313928-wip-helgen-rebuilt-project/

But, rebuilding an entire settlement is a lot more complex than a simple command. What you do though, is set your buildings and landscaping and so forth in the world and get it all the way you want it. then, to be able to enable them at specified times during your quest you can do this a couple of different ways. You can give them a Ref ID, set them as an object reference in your script and enable them that way. or if you have a lot of objects you want to enable at the same time, use a marker, attach each of them to the marker as their enable parent, set the marker initially disabled, then enable it in your script. You can get an idea of how this is done on this tutorial page under "Out Of Order"

http://www.creationkit.com/Bethesda_Tutorial_Quest_Loose_Ends

Have you opened up the CK and looked at the Helgen Exterior cell? For an eye-popper give it a look. I've pretty much picked the whole thing apart at this point so I know what everything in there does for the most part. But it was quite mind boggling at first.
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Lucie H
 
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Post » Wed Jun 20, 2012 3:25 am

Awesome thanks for this.

It's not discouraging either. I actually assumed someone would be working on Helgen already and was just using it as an example. I'm just starting with the CK and wouldn't use that as a first project anyway. I'll probably start with something like the burnt down house in Morthal. Once you complete the quest that goes along with it you can pay to have to rebuilt so you can live in it. There are a bunch of other ideas I have for stuff along the same lines.

It's always bothered me that as I've installed and tested out numerous mods, mostly player housing, that there aren't quests that unlock them or anything. I think locking them with quest prereqs would make it much more fitting in a RP sense, and it would open up using some cleared shacks and caves and what not to being used for custom content without breaking existing quests.

Thanks again for push in the right direction.
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Dale Johnson
 
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Post » Wed Jun 20, 2012 2:46 pm

Yes, it seems we think alike in that I love to rebuild something in the game that's not really functional or usable, and make it functional. The 2 mods in my sig both do that as well, and (not to boast) the Bison Steve mod is the #4 quest mod for Fallout New Vegas. So I definitely have some time put into rebuilding mods.

One thing I would totally urge you to do is start with the first tutorial on the wiki and do them all from start to finish. I PROMISE you that you will learn the basics and in the long run your time invested in the tuts will save you a TON of time in the long run. I did them with the CK, even though I have experience in the Fallout Kit (GECK) and I learned a lot by doing so. There's also some classes at TES Alliance if you want more resources.

http://tesalliance.org/forums/

Have fun!
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stevie critchley
 
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