quest depending script

Post » Tue Nov 20, 2012 2:26 am

not sure if the title makes sence.

I have as the final part of my mod, a player house. within that house are set areas designed to display armor and so on, there is also a "hall of acomplishments" in witch i would like to have some items, ect, show as the player completes specific quests.

I assume that the items need to be activated via a script placed on a xmarker of xmarkeractivator, how its done i have no clue. Some items needs to be activated others deactivated. The change isnt done via an npc, but just happens and a messenger i sent to inform the player of the change. getting a courior to deliver a note i can do, but the scripting for the others is boggling me.

Could someone of the lovely peopel here direct me to some info on how i can achive this, or help me out with a basic setup for the script, please :)
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Mari martnez Martinez
 
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Post » Mon Nov 19, 2012 6:57 pm

It's about the easiest thing to do in the CK. what you have to decide is the method you're going to use the enable the objects. (Don't get enable and activate confused).

The object itself needs to be told when the deed is done. If its, for example, when the player kills the first dragon and you want to enable a Dragon Statue, you have to decide how it's enabled.

Does an NPC enable it through dialogue? Etc etc.

I think the best option is to have an object the player can activate, in front of the "trophy". You can put an OnActivate script on it, that uses an if statement to check the player has done x quest or has y item etc. if they do, it enables the corresponding object.

Very easy to do. You can search around or wait for someone to give you a script. I'm on my phone so can't help much, but it'll look something like this:

Script name Trophy1 extends objectreferenceStatic property XMarker1 autoActor property Player autoQuest property Quest1 autoEvent OnActivateIf Player.GetQuestCompleted(Quest1) == 1XMarker1.Enable()Else;EndEvent

XMarker1 would be the Enable Parent of the trophy you're enabling. The marker will be set to Initially Disabled.
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Jason White
 
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Post » Mon Nov 19, 2012 9:34 pm

Its not something the player should be able to interact with, although there are things like that but not what my goal with this is. You know in the thieves guild, when you complete those quests to improve the guild, some things change in the flagon, this is baes on that idea.

From what i can deduce from going through the flagon and other player homes, there is an xmarker (with no script) that is set as "initially disabled" and set as active parent to a whole bunch of stuff. here i assume that the quest it self calls the enable/disablee of the xmarker. What i was aiming to do, was something like that, but as a script, on the xmarker that checks to se if the player has achived/completed specific quests.

if i have to do it via a hidden quest, then thats what it takes, but hoping for it wont be needed
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Naazhe Perezz
 
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Post » Mon Nov 19, 2012 11:48 pm

to follow up on this
and *shivers* navmesh, since the items within the verious rooms shange i somehow have to take that into account when building the navmesh. Can i disable one bit of the navmesh and enable another part?
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Noely Ulloa
 
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