Quest start question

Post » Thu Jun 21, 2012 8:47 am

What do you guys recommend as the best way to have a custom quest start after the completion of a vanilla one?

So far I have been testing by starting the quest via the console, but now I have got to the point where I want to integrate it into the game properly

Specifically, i want my quest to start after the player completes the civil war questline (for either side). Perhaps I should have posted this question first as last night I thaught I solved it by adding "HWE01.SetStage(0)" to the papyrus fragment of the speech scene quest stage in the final CW quest.

Now I'm sitting at work and dwelling on this decision, I'm starting to feel that this wasn't the most elegant of solutions and may cause problems (only a gut feeling, I don't actually know if it will in fact cause any problems)

Does anybody know of a cleaner solutions to my question? And if so, does anyone know how to remove the changes I made to the vanilla quest

Thanks in advance
- Hypno
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Elizabeth Falvey
 
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Post » Thu Jun 21, 2012 10:42 am

I would like to know that too but to place the start of my quest sequences after the main one ....
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Eric Hayes
 
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Post » Thu Jun 21, 2012 10:25 am

Have your quest started with the game start. Create a script that checks every minute or so the stage of the CW quest. If that questline reached the last stage (or whichever one it is that completes the quest for each side) advance the stage of your own quest. In that stage you then start your quest.
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Beth Belcher
 
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Post » Thu Jun 21, 2012 12:13 am

No need for a script - use the story manager and just pop a GetStageDone condition on your quest node. For the civil war you want the CWObj quest to have reached stage 255. Hellcat5's done some video tutorials on the story manager (and I think Doug's excellent video tutorials may have covered it briefly, but can't remember now).
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KIng James
 
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Post » Thu Jun 21, 2012 11:36 am

Cheers guys. I think I'll go the story manager route, just watched Hellcat5's tutorial on it. Seems the least memory intensive option. So on to my second question:

How do I remove the changes made to the papyrus fragment in the CWFinale quest. Is it just a case of editing out my addition and then recompiling, or would that still count as an edit therefore still including the script in my mod?

- Hypno
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Noraima Vega
 
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Post » Wed Jun 20, 2012 10:43 pm

Never mind, I figured out how to undo my changes using tesvsnip

- Hypno
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Danii Brown
 
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