I am sure this has been done before but I cannot find any example of it anywhere. Basically I want to create a new quest that does not display in the players journal (well not yet anyway might create a proper quest at some point) that watches when the player levels up.
At level 2 or higher they are given Spell A
(Level 2 because I don't want anything added while the player is in the Tutorial)
At level 10 or higher they are given Weapon B
At level 40 or higher they are given Armour C
I want the quest to finish once they player definitely has all three custom references.
I know papyrus pretty well created a lot of scripts but I'm totally new to the quest side of it except using a quest to hold variables.
Spell Property CoolSpell AutoWeapon Property CoolWeapon AutoArmor Property CoolArmour AutoIF Game.GetPlayer().GetLevel() >= 2 Game.GetPlayer().AddSpell(CoolSpell) IF Game.GetPlayer().GetLevel() >= 10 Game.GetPlayer()AddItem(CoolWeapon, 1, FALSE) IF Game.GetPlayer().GetLevel() >= 40 Game.GetPlayer()AddItem(CoolArmour, 1, FALSE) ENDIF ENDIFENDIFEtc. etc.
Could anyone give me some info of setting this up. I have gone through the Wiki quest tutorial for good old Bendu but I'm not quite grasping the use of the other quest functions especially Aliases.
This would be really useful for me when releasing my mods as I don't like to mess with the Vanilla form lists or vendors and it's a good way to restrict the player getting the good items/spells too early.
Thanks.
