Quest begins from object activation

Post » Thu Jun 21, 2012 9:05 pm

Hey y'all I've been learning bits and bobs recently for my latest mod, and I'm starting to learn about quests. What I want is to have a quest activated when the player reads a book. I will use the method again for various things (notice boards for example).

The tutorials I've watched and read are good for quests from npcs, but I can't find one for an object. Is there one available?

I have a general idea about how I'd go about doing it, but don't want to be rummaging in the dark, I'd you get me.

Appreciate any help offered :)
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Scotties Hottie
 
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Post » Thu Jun 21, 2012 1:33 pm

I'll still make this tutorial, but it will be a while so I can just give you a quick explanation here.

Make a script on the book, and use http://www.creationkit.com/OnRead_-_ObjectReference along with some conditions so it only fires when you want it too. Then use the normal http://www.creationkit.com/Quest.SetStage_(Papyrus) and http://www.creationkit.com/SetObjectiveDisplayed to start up the quest and direct the player.
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Caroline flitcroft
 
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Post » Thu Jun 21, 2012 8:13 pm

I'll still make this tutorial, but it will be a while so I can just give you a quick explanation here.

Make a script on the book, and use http://www.creationkit.com/OnRead_-_ObjectReference along with some conditions so it only fires when you want it too. Then use the normal http://www.creationkit.com/Quest.SetStage_(Papyrus) and http://www.creationkit.com/SetObjectiveDisplayed to start up the quest and direct the player.

Thanks Alex that's helpful :) I'll look forward to the tutorial.

Oh and Falskaar... can't efffffing wait my man!
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Oyuki Manson Lavey
 
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Post » Thu Jun 21, 2012 3:26 pm

Hi guys I'm struggling to get this sorted, and really need some help :(

I have a quest set up, with 3 stages... 0, 10, 20. 0 is blank, 10 is "Get a wolf pelt", 20 is "Got a wolf pelt" which is ticked as complete quest.

I have a book on the floor in game, named aaatestbook. I am trying to get the quest, called MODQuest, to activate when the book is read (or even better, when it's taken). That's one thing I'm struggling with. The other thing, is actually making 1 wolf pelt required for the quest to be completed. I've set wolfpelt as an item alias, but I really don't know what I'm doing lol. I'm reading tutorials and watching videos, but they all involve NPC's and dialogue, and this quest I'm trying to create won't have either.

Can somebody please help me? Once I do this, I'm sure I'll be able to figure other stuff out. Like I did with creating perks (that work).

What I want is when the book is read (or taken would be better) the quest begins. And the quest is to get 1 wolf pelt (any wolf pelt, not a unique one). When that 1 wolf pelt is in the inventory, the quest is completed.

Can somebody please help me?
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Dagan Wilkin
 
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Post » Fri Jun 22, 2012 2:41 am

Ok so I figured the quest activation out. After trying 2 dozen methods, messing around, and I've currently got a tonne of tabs open, I figured that out! Activates quest on read!

http://steamcommunity.com/id/b1gbaddaddy/screenshot/596973863135073220?tab=public

YAY! :biggrin:

Incase this post is ever read by someone who needs to know, you need at add a new script to your book in the Reference window (double click book). Call it whatever. Then add a property, Book, with the ID of your book. Then a property Quest, with the ID of your quest. Then add this bit of script (right click script, choose Edit Source) so it looks like this:


Scriptname read1 extends ObjectReference


Book Property aaatestbook Auto

Quest Property MODQuest1 Auto

Event OnRead()
MODQuest1.SetStage(10)

endEvent


aaatestbook is obviously the ID of the book. MODQuest1 is the ID of the quest. Done :smile:

So now onto making a pelt required, any and just 1. Hmmm.
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Sunny Under
 
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